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Cycles: Grease Pencil Stroke object causes headless rendering to abort
Operating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits
Graphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03
Broken: version: 2.93.0 Alpha
Worked: unknown
If a file is rendered headless (e.g. on a render farm) the Grease Pencil stroke object causes it to abort because it cannot find a display. Even if render engine is set to Cycles.
This happened in the Blender Studio renderfarm and fortunately Dr. Sybren was kind enough to help me find the relevant commit: rB2069b3b888db7ca448317218d3d42234b7fa77eb.
example file: [stroke_render_commandline.blend](stroke_render_commandline.blend)
Rendering this on my local machine with:
```
env DISPLAY='' <path/to/blender> -b <path/to/file> -a
```
Dr. Sybren's backtrace:
```
Fra:1 Mem:9.53M (Peak 9.79M) | Time:00:00.42 | Mem:1.53M, Peak:1.68M | Scene, View Layer | Rendered 1/1 Tiles
Fra:1 Mem:9.52M (Peak 9.79M) | Time:00:00.42 | Mem:1.53M, Peak:1.68M | Scene, View Layer | Finished
[Thread 0x7fffc5183700 (LWP 21090) exited]
Unable to open a display
Thread 1 "blenderdebug" received signal SIGABRT, Aborted.
__GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
50 ../sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt
- 0 __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
- 1 0x00007ffff6de2859 in __GI_abort () at abort.c:79
- 2 0x00000000087d8593 in GHOST_SystemX11::GHOST_SystemX11 (this=0x6140000d6440) at blender/intern/ghost/intern/GHOST_SystemX11.cpp:124
- 3 0x00000000087cd077 in GHOST_ISystem::createSystem () at blender/intern/ghost/intern/GHOST_ISystem.cpp:68
- 4 0x00000000087be6af in GHOST_CreateSystem () at blender/intern/ghost/intern/GHOST_C-api.cpp:42
- 5 0x00000000032cd6eb in wm_ghost_init (C=0x0) at blender/source/blender/windowmanager/intern/wm_window.c:1635
- 6 0x000000000324ceb3 in WM_init_opengl () at blender/source/blender/windowmanager/intern/wm_init_exit.c:185
- 7 0x0000000003bb6c20 in DRW_render_context_enable (render=0x622000036108) at blender/source/blender/draw/intern/draw_manager.c:3013
- 8 0x0000000003bac9e0 in DRW_render_gpencil (engine=0x61800003b488, depsgraph=0x61a000078c88) at blender/source/blender/draw/intern/draw_manager.c:1777
- 9 0x00000000179db8a7 in engine_render_view_layer (re=0x622000036108, engine=0x61800003b488, view_layer_iter=0x6120001d59c8, use_engine=true, use_grease_pencil=true)
at blender/source/blender/render/intern/engine.c:798
- 10 0x00000000179dd85b in RE_engine_render (re=0x622000036108, do_all=false) at blender/source/blender/render/intern/engine.c:913
- 11 0x0000000017a03614 in do_render_3d (re=0x622000036108) at blender/source/blender/render/intern/pipeline.c:1086
- 12 0x0000000017a04d5d in do_render (re=0x622000036108) at blender/source/blender/render/intern/pipeline.c:1163
- 13 0x0000000017a06b49 in do_render_composite (re=0x622000036108) at blender/source/blender/render/intern/pipeline.c:1303
- 14 0x0000000017a0b296 in do_render_all_options (re=0x622000036108) at blender/source/blender/render/intern/pipeline.c:1569
- 15 0x0000000017a1735f in RE_RenderAnim (re=0x622000036108, bmain=0x61c000048088, scene=0x623000046108, single_layer=0x0, camera_override=0x0, sfra=1, efra=1, tfra=1)
at blender/source/blender/render/intern/pipeline.c:2571
- 16 0x000000000173ffa7 in arg_handle_render_frame (argc=2, argv=0x7fffffffd888, data=0x60d0000006c8) at blender/source/creator/creator_args.c:1583
- 17 0x00000000195edb4d in BLI_args_parse (ba=0x60600000c3e8, pass=5, default_cb=0x1742f8a <arg_handle_load_file>, default_data=0x60d0000006c8)
at blender/source/blender/blenlib/intern/BLI_args.c:310
- 18 0x0000000001744611 in main_args_setup_post (C=0x60d0000006c8, ba=0x60600000c3e8) at blender/source/creator/creator_args.c:2229
- 19 0x0000000001739083 in main (argc=6, argv=0x7fffffffd868) at blender/source/creator/creator.c:489
``` | [
"Cycles HIP binaries disabled due to compiler bugs\n### Tasks\n\n- [x] Enable on Windows (#107098)\n- [x] Enable on Linux (#107662)\n- [ ] Enable Radeon VII (gfx906)\n\n### Background\n\nThere are known bugs in HIP compiler that are causing random build failures when making changes to the Cycles kernel. This is preventing developers from efficiently making improvements to Cycles.\n\nCycles AMD GPU rendering were disabled in Blender 3.6 alpha, so that ongoing work like Principled v2 is not blocked. Additionally light tree sampling is not available for HIP in Blender 3.5. We hope this can be resolved later on in the 3.6 release cycle.\n\nRelevant FIXME's in LLVM amdgpu backend (in fact I suspect we hit the same ones back when we were using OpenCL).\nSIRegisterInfo.cpp#L221\nSIRegisterInfo.cpp#L296\n\nMost recent issues:\n#104085 (#104720 )\n#104669\n#104097\nD16714",
"Grease Pencil Proportional Edit \"Connected Only\" fails to delimit unconnected strokes if they are selected\nVersion 2.80 rc3 (Linux 54)\n\n[GP_proportional_edit_bug.blend](GP_proportional_edit_bug.blend)\n\nHow to reproduce:\n\n - Open attached file, remain in edit mode.\n - Note the proportional edit settings and selected stroke vertices.\n # Move around the whole blue stroke, along with one vertex at the tip of the black stroke.\n\nObserve how the black stroke is affected by the selected vertices of the blue stroke, even though the two strokes are not connected and are on different layers. This is not the expected behavior of the \"Connected Only\" setting. The strokes should only be affected by their own vertices, but as long as any vertex of either stroke is selected, they will affect each other as though the \"Connected Only\" setting is ignored!",
" Greasepencil Hue/Saturation modifier\nOperating system:windows 10\nGraphics card:GTX 1060\n\nBroken:2.93beta\n\nHue/Saturation modifier can not take effect on fill-gradient",
"Grease pencil stroke partially invisible until mouse-up\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nWhile drawing in the attached scene the stroke is only partially visible. The full line becomes visible only on mouse-up\n\n* open the attached .blend\n* draw over the area with the 3d geometry behind it, only part of the line will show until you end the stroke (see video below)\n\nScreen recording of the problem: Jehz9YAXmE0\n\nBlend file: [gpdrawbug.blend](gpdrawbug.blend)\n\n",
"Blender has froze my Manajro Linux, which has corrupted my root Btrfs filesystem, rendering the machine unable to boot\nOperating system: Manjaro Linux\nGraphics card: Radeon RX 5500/5500M / Pro 5500M\n\nBroken: Blender 2.90.0, 2.90.1, 2.91.0 Alpha\nWorked: none yet\n\nWhen doing a very specific thing in Shader editor using Eevee rendered, my system froze. I've rebooted and tried again. It froze again, only this time when I rebooted it I was greeted by an emergency shell. My root Btrfs filesystem is unmountable. I'm currently performing disk imaging, and will attempt to fix the FS or restore the system from backup.\n\nHere's the screen that I saw after rebooting my laptop after the second lock-up:\n\n\n\nI have a specific .blend file that when loaded on Manjaro Linux will freeze the system. I've tried again booting a fresh Manjaro 20.1.1. However it's a confidential client project and I cannot share it publicly.\n\nI wasn't able to reproduce the problem on Windows 10 running on the same laptop.\n\nI suspect the problem could be in an AMD GPU driver - it's the only thing that I believe has enough system access to mess up a roo t filesystem that was involved. And it's clear the problem was triggered by a certain material in Blender, while rendering with Eevee.\n\nNote that the system won't freeze until I turn on Rendered view. Using Material Preview is fine.\nTwo first time when it happened it was immediately after I have added a mix node to add another texture to an existing image path in an Eevee material.\nI thought that maybe texture sizes could be the problem, as I've been using 3 8K textures, and maybe the laptop's GPU can't handle that, but filesystem corruption should never be the result of that.",
"Grease pencil. Curve editing on the stroke with spikes ruin spikes\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I have sharp spikes on my stroke, different steps clear spikes or make em smoothed (blender creates aligned curve points instead free and sharp)\n\n[2021-04-09_17-04-45.mp4](2021-04-09_17-04-45.mp4)\n\n[GPspikes.blend](GPspikes.blend)",
"Grease Pencil: Visual glitches in viewport when using guides \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.82a\n\n\nWhen using one of the guides that enable the drawing of straight lines, visual glitches in the viewport appear.\n\n\n - Open Blender with the 2D Animation template\n - Enable Guides\n - Use \"Parallel\" guides\n - Start drawing a horizontal line -> move the cursor perpendicular to the tip of the stroke (up or down; not too fast)\n\n\n\n\n\n",
"Cycles takes very long to cancel a render\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 2.93\n\nEver since Cycles was upgraded to Cycles X whenever I render a scene with a high Max sample count and cancel the render mid-render it always takes very long (up to a few minutes) until the render actually stops.\nThe time it takes to until the render stops seems to be proportional to both scene complexity and Max sample count.\nAt the start of rendering the samples first go up at small increments and later go up at greater increments. The greater the increments between sample count updates the longer it takes to stop the render.\nChecking Task manager shows that after hitting `cancel render` it does keep using the GPU, therefore keep rendering, until it finally stops.\nDuring the time between hitting `cancel render` and Cycles actually stopping the render the entirety of Blender becomes completely unresponsive.\n\nThis is only a problem when actually rendering the scene. Viewport render doesn't seem have this issue.\n\nTest file:\n[untitled.blend](untitled.blend)\n\nHit render and wait a little until the rate samples go up slows down. The hit `cancel render`.\n\nThank you and have a great day!",
"Blender segfault if Bake Line Art\nOperating system: Debian Linux Stable 11\nGraphics card: Intel internal UHD Graphics 630 (driver: i915)\n\nBroken: 3.2.2 - 3.6.1 official releases\n\nBlender segfault if Bake Line Art.\n\nConsole:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault\n```\n\nFile /tmp/blender.crash.txt:\n```\n# Blender 3.2.2, Commit date: 2022-08-02 18:15, Hash bcfdb14560e7\nbpy.ops.object.delete(use_global=False, confirm=False) # Operator\nDeleted 1 object(s) # Info\nbpy.ops.object.gpencil_add(align='WORLD', location=(0, 0, 0), scale=(1, 1, 1), type='MONKEY') # Operator\nbpy.context.space_data.context = 'MODIFIER' # Property\nbpy.ops.object.gpencil_modifier_add(type='GP_LINEART') # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xc1619d0]\n./blender() [0x11da18d]\n/lib/x86_64-linux-gnu/libc.so.6(+0x38d60) [0x7f97f7664d60]\n./blender(MEM_lockfree_allocN_len+0x7) [0xc16e1e7]\n./blender(MEM_lockfree_dupallocN+0x14) [0xc16e624]\n./blender(BKE_gpencil_stroke_duplicate+0x1a) [0x11f926a]\n./blender(BKE_gpencil_frame_copy_strokes+0x42) [0x11f94c2]\n./blender() [0x1207d97]\n./blender(BKE_gpencil_prepare_eval_data+0x1b7) [0x1208b07]\n./blender(BKE_object_handle_data_update+0x2fe) [0x12af9ae]\n./blender(BKE_object_eval_uber_data+0x2f) [0x12afc7f]\n./blender() [0x1913f22]\n./blender() [0x19140f2]\n./blender() [0xc16574d]\n./blender() [0x1796a35]\n./blender() [0x1796ceb]\n./blender() [0x1783d27]\n./blender() [0x1790720]\n./blender() [0x179275c]\n./blender() [0x1792959]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x7ea7) [0x7f97f807aea7]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f97f7727a2f]\n\n# Python backtrace\n```\n\n1. Open Blender\n2. Click to default box and delete it (press del)\n3. Press Shift+A\n4. Select \"Grease Pencil\" - \"Monkey\"\n5. At right area select \"Modifier Properties\"\n6. Click \"Add Modifier\"\n7. Select \"Line Art\"\n8. At bottom of this area click \"Bake\" - \"Bake Line Art\"\n9. Segfault here\n\n",
"Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>",
"Circle Select on a Curve in Edit Mode = _BLI_assert_abort for Pydebug of Blender 3.2\nOperating system: Windows 11\nGraphics card: Nvidia 3070ti\n\nBroken: 3.2 pydebug\nWorked: unknown\n\nIf you use circle select to click in viewport in edit mode of a curve object in Blender 3.2 Pydebug in VS 2019 (python/native debugging) it will crash and give you _BLI_assert_abort.\n\n```\nucrtbased.dll!issue_debug_notification(const wchar_t * const message) Line 28\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(28)\nucrtbased.dll!__acrt_report_runtime_error(const wchar_t * message) Line 154\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(154)\nucrtbased.dll!abort() Line 61\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\startup\\abort.cpp(61)\nblender.exe!_BLI_assert_abort() Line 47\n\tat E:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c(47)\nblender.exe!BKE_editmesh_from_object(Object * ob) Line 59\n\tat E:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\editmesh.c(59)\nblender.exe!em_setup_viewcontext(bContext * C, ViewContext * vc) Line 4359\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\mesh\\editmesh_select.c(4359)\nblender.exe!view3d_circle_select_recalc(void * user_data) Line 4614\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4614)\nblender.exe!view3d_circle_select_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 4639\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4639)\nblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Line 2327\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(2327)\nblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3227\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3227)\nblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3279\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3279)\nblender.exe!wm_event_do_handlers(bContext * C) Line 3869\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3869)\nblender.exe!WM_main(bContext * C) Line 626\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c(626)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 551\n\tat E:\\blender-git\\blender\\source\\creator\\creator.c(551)\n[External Code]\n\n```\n\nDefault startup, object mode, add bezier curve, go into edit mode, switch to circle select, click viewport. Also happens with circle, nurbs curve, nurbs circle, and path.",
"Scene Line Art problem when used with Grease Pencil objects.\nOperating system: Windows 10\nGraphics card: Radeon RX 590\n\nBroken: (2.93.0 Beta, 0f66dbea904f, master, 2021-04-21)\nWorked: ()\n\nScene Line Art or Object Line Art are located in front of the Grease Pencil objects.\n\n\n[SceneLineArt_and_GPencil.blend](SceneLineArt_and_GPencil.blend)",
"Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe \n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n",
"Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.",
"Grease pencil object in some cases look like low poly.\nOperating system: Linux-4.4.0-176-lowlatency-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 11)\nWorked: 2.82 (sub 7)\n\nIn some cases GP objects looks blocky, like a low poly objects.\n\nOpen attached file and render it.\nCompare render result with previous worked blender version.\n\n\n[2.83_bug.blend](2.83_bug.blend)\n"
] | [
"Bug: grease pencil objects cause command-line render to fail (2.82,2.90)\nOperating system: Ubuntu Server 18.04.4 LTS\nGraphics: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor Integrated Graphics Controller (rev 06)\nCPU: Intel(R) Pentium(R) CPU G3220 @ 3.00GHz\nMemory: 4GB DDR3\n\n\nBroken:\n2.82a headless built from Git (blender.git)\n2.90 headless built from Git (blender.git)\n2.82a portable build ()\n2.90 portable build (blender-2.90-55a2682348df-linux64.tar.xz)\n\nRendering anything with a Grease Pencil object from the command line fails\nOn headless builds, produces a crash file and “Segmentation fault” message after a single frame has ‘Finished’ rendering\nOn full portable builds, produces a “Unable to open a display\" and \"Aborted” message after a single frame has ‘Finished’ rendering\n\nTo build the headless blender, follow the steps on Ubuntu, inserting:\n```\ngit checkout blender-v2.82-release\n```\n or \n```\ngit checkout blender-v2.90-release\n```\ndirectly after\n```\ngit clone blender.git\n```\nand using\n```\nmake headless\n```\nin place of\n```\nmake\n```\nUsing the following .blend file, which only contains a single Grease Pencil object (plus light and camera), and set to use Cycles\n[render-fail.blend](render-fail.blend)\nrun:\nFor full portable blender: \n```\nsudo ./blender -b -noaudio /”path to .blend file”/render-fail.blend -o /”path for output file”/render-fail -f 1\n```\nor for headless build: \n```\nsudo ./blender /”path to .blend file”/render-fail.blend -o /”path for output file”/render-fail -f 1\n```\nIn all circumstances when rendering the files with Grease Pencil objects, the render completes but does not save. For headless built versions, it prints the error “Segmentation fault” and a crash report\n[2.82 headless crash file.txt](2.82_headless_crash_file.txt)\nFor portable full versions, it prints the error “Unable to open a display” then “Aborted” without a crash report\n\nThanks for your help!"
] |
Freestyle rendered into complete blackness that covers up the screen
Operating system: Window 10
Graphics card: Nvidia GTX 1050
Broken:
2.80, edbf15d3c044, blender2.8, 2018-12-15
Worked: (optional)
Freestyle might not rendering properly. Turning Freestyle on makes the render image(Eevee) turn black. | [
"Changing colorspace on image with pixels set from Python erases all pixels\nBroken: 3.0 (and older)\n\n\n* Image created with Python, pixel values set with `foreach_set()`\n* Changing the colorspace erases all pixels, setting them to black\n\n\nOpen this .blend file: [image_test.blend](image_test.blend)\n\nExecute the Python script in the text editor:\n\n\n```Py\nimport bpy\nimport random\n\nimg = bpy.data.images.new(\"test\", 200, 200, alpha=True, float_buffer=True, is_data=False)\n\n# Fill pixels with colors\nimg.pixels.foreach_set([random.random() for x in range(200*200*4)])\n\n# Changing the colorspace will set all pixels to black\nimg.colorspace_settings.name = \"Linear\"\n```\n\n**Expected Behaviour**\n\nIn my opinion, Blender should convert the pixels from the old colorspace to the new one. The output should be the same as when changing colorspace on an image loaded from disk.",
"Objects colors bug\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.0.0\n\nWhen change frame colors are rebuilding... When there was less objects was no problems. I can upload this file if you need.\nSee in video. \n[2022-01-25 18-51-54.flv](2022-01-25_18-51-54.flv)\n\n[#95200.blend](T95200.blend)\n- Open file\n- Scrub timeline\n\nColor of objects will change. In original file ([F12825448](ADS-800-CDC_монтаж_ушка.rar)) color would change even to black.\n",
"Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n \n\nCPU:\n\n\nCPU+GPU:\n\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n",
"Regression: black seams in my Cycles bakes (caused by denoising) due to margin pixel extension darkening\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.0.0\nWorked: 2.93.7\n\nI get black seams when I bake textures that I never used to have before upgrading to 3.0. They occur on any corner that I UV as shown here: 4773f8c541316a64af42092a919c3e64.png\n\n[Black Seams.rar](Black_Seams.rar)\nUV a mesh with only 1 split on the corners leaving the other sides still attached. Bake a combined texture to 2048x2048 resolution with Cycles. Apply to mesh. Observe the black seams on the corners.\nNow open that same file and bake that same mesh in 2.93.7. No black seams. Re-save file in 2.93, and re-open that file in Blender 3.0, and it now bakes without a black seam too.\n\n",
"Node Socket Name Change results in Cycles Material Rendering Black (name is also identifier, should be read-only?)\nWindows 10\nIntel Core i7-5820k 4.1GHz\n2x Nvidia GTX 970\n\nBroken: 2.79 5bd8ac9\n\nIf you change the name of a Node Socket (not the socket's identifier) of a Cycles Shader Node during execution of a python script, Cycles will render the Material black. \n\nDownload the blend file below:\n[socket_naming_bug.blend](socket_naming_bug.blend)\n\nRun the code in the text editor. \nSwitch to viewport preview.\n\nTo fix the problem, simply reset the two nodes, or add a new Material Output Node and a new Principled Node to the Node Tree. Connect the new nodes together and delete the old ones. \n",
"Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.",
"Freestyle Lines Stopping Short of Vertices & Partially Failing\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 27.20.100.8682\n\nBroken: version: 2.92.0\n\nSee attached PNG file: Freestyle lines sometimes do not reach vertices - sometimes by a long way; and on some edges they are completely absent when they should be present.\n\n[The PNG file also shows a shadow problem which has been submitted separately: T88013 ]\n\nOpen the attached .blend file and press F12 ('Render').\n\n[BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend](BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend)\n\n\n\n",
"Move and share Eevee / Cycles render settings\nThe following settings should be unified for the 2.80 release:\n* - [x] Light intensity and color when not using nodes ([D4588](D4588))\n* - [x] Color management settings on image texture node and image datablock\n* - [x] Depth of field\n* - [x] Film transparency [D4874](D4874)\n\nFor later:\n* Material without nodes\n* Motion blur",
"Broken edge lines with boolean and freestyle\nOperating system: Linux-5.0.7-200.fc29.x86_64-x86_64-with-fedora-29-Twenty_Nine 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 58)\nWorked: (optional)\n\n\nI'm seeing two different issues:\n(1) There is a broken line in the edge (see attached render). Rotating the object for a different angle, changing the boolean by moving one of the cylinders, etc. still causes broken lines, sometimes on multiple edges. Also, using the simple surface (without the toon shading setup of Shader-to-RGB and gradient) still causes the broken line. \n(2) The second possible issue is that while Eeevee renders correctly otherwise, Cycles also has the broken line and in addition seems to be rendering incorrectly for the toon shade effect - i.e., all solid color vs. multiple colors expected, see attached render. \n\nCreate a cube and two cylinders. Add two boolean modifiers to the cube to subtract the two cylinders. Add a toon shading setup (shader to RGB and gradient) and free style to render lines for edges. Render with Eevee and Cycles (see above). File attached. [sekhar-04-20.blend](sekhar-04-20.blend)\n\n",
"Rigidbody doesn't work when you change motion blur steps in eevee\nOperating system:debian buster\nGraphics card:nvidia gtx 1070\n\nBroken: (example: 2.90, 0330d1df29c0, master, 2020-08-31, as found on the splash screen)\nWorked: Never\n\nRendering unbaked rigidbody simulation in eevee with motion blur with 2 or more steps will cause simulation to stop working.\n\n[#80388.blend](T80388.blend)\n- Open file\n- Check if rigidbody simulation works\n- Render image\n- Check if rigidbody simulation works\nIt doesn't work anymore.",
"Eevee viewport soft shadows are broken on higher sample count\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: ---\n\nEevee soft shadows in viewport have color spills. But it works fine on final render (F12)\n\n\n\n- Open .blend file\n\n[bug_soft_shadows.blend](bug_soft_shadows.blend)\n\n- Switch to Rendered Mode of Viewport Shading\n- Wait half a min and see the problem(",
"EEVEE: Volumetric simulation show ghosting in playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: ALL versions up to and including version: 2.91.0 Alpha\n\n\n\nHere's the video of the problem, as can be seen, I have to stop playback to clear the viewport vdb data from the previous frames. Left is EEVEE viewport, right is solid mode (so you can see what the eevee viewport should be displaying:\n\nIt isn't related to EEVEE volume optimisation as I have tried reducing the number of voxels displayed and also reducing the volume samples, viewport samples, and turning off the denoiser. \n\nlatest gpu driver and blender version, resetting blender to factory defaults doesn't help.\n\n[2020-08-20 04-22-55.mp4](2020-08-20_04-22-55.mp4)\n\nHere's the blend file:\n\n[vdb playback bug.rar](vdb_playback_bug.rar)\n```\n\n```\nP.S, the fps is Extremely slow compared to other 3d apps I've tested this sim in (with shading). Is this due to all of the surplus vdb data not being cleared? Perhaps there needs to be an option to cache to RAM if reading from disk is the cause?\n",
"Command Line Rendering with EEVEE is slow\nWin 7 Pro 64Bit \nGTX 1070\nDriver: 417.22\n\nBroken:\nblender-2.80-606223f6a61-win64\n\n\nIf I render with EEVEE via Command Line, the GPU Load is around 40-50% (4min 33sec).\nRendered the same scene in a normal way via Gui, the GPU Load is around 90-98% (3min 20sec).\n\nIf I render the same scene with Cycles via Command Line, the GPU Load is around 90-98%\n\nblender -b PathToBlend -a\n\n\nI've tried several scenes with the same result all the time.\n\n[cube-eevee.blend](cube-eevee.blend)\n\n[cube-cycles.blend](cube-cycles.blend)\n",
"Denoising passes are darkened when denoising is enabled for multi-device rendering\n## Simplified Report\n\nDenoising passes like Albedo and Normal are darkened when denoising is enabled when rendering using multiple devices.\nThis is most likely because the passes are scaled in-place during denoising and then scaled again in the pixel accessor.\n\n## Original report\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.3.0\nWorked: 3.2.2\n\nWhen rendering a scene using Cycles with the Denoise option enabled, the Denoising Normal and Denoising Albedo passes don't render correctly, the images correspondent to those passes are much darker than they should be.\n\n1. Open attached file or\n - Open Blender.\n - Delete the default cube.\n - Add an icosphere and set it shade smooth.\n - With the icosphere selected, go to the Shading workspace and add a material to it.\n - In Principled BSDF of the icosphere's material, go to base color and add a color (any color other than black, white or gray).\n - Go to Render Properties and select Cycles as render engine and GPU as Device.\n - In the Render section of the Render Properties, disable Denoise (it is enabled by default).\n - Go to View Layer Properties.\n - In the View Layer Properties, go to Passes section, Data sub-section and enable Denoising Data.\n - Go to the Compositing workspace and enable Use Nodes.\n2. Render the image (Press F12).\n3. In the Render Layers node, visualize the Denoising Normal and Denoising Albedo outputs (Ctrl+Shift+LeftClick with the Node Wrangler Add-on enabled).\n4. In the `Properties Editor` Go to {nav Sampling > Render} and re-enable `Denoise`.\n5. Render the image again (Press F12 or use the small buttom at the bottom right of the Render Layers node).\n6. Repeat step 3.\n\nBy comparing the images from step 3 and step 6, the difference is clear, the images from step 6 (Cycles' denoise enabled) are much darker than they should be;\nI tested with a more complex scene and noticed that the darker images do remove noise when used with the Denoise node in the compositor, so it may not be a big problem for Blender, but it may affect someone using other softwares in a pipeline, unfortunally, I can not tested it because I don't have acess to external compositing softwares, I only use Blender.\n\nThank you, have a nice day :).\n\n[#101071.blend](T101071.blend)"
] | [
"Freestyle + EEVEE render not working\nOperating system: Arch Linux\nGraphics card: core i5 3210M...\n\nBroken : 2.80 beta, 2018-12-02 (and even since the first 2.80)\nworked : 2.79\n\nCan't render freestyle in eevee or workbench engine\n\n\nopen a new file -> activate freestyle in scene settings -> render",
"Eevee - Freestyle: screen becomes black at rendering time\nOperating system: Windows 10 professional\nGraphics card: Nvidia GTX 980\n\nBroken: 2.80 alpha+beta...releases until most recent #hash e79bb957fc3\nWorked: 2.79b all releases\n\n**Eevee - Freestyle: screen becomes black at rendering time**\n\n**This happens in old, as well as new projects. \nOpen blender and create an object (just to have something to render).\nUse the Eevee render engine.\nCheck the box to enable Freestyle in the render tab.\nPress F12 for rendering - the error occurs.\nAfter finishing the main Render, and at the time the old blender 2.79\ncalculated and put on the Freestyle lines, instead of showing the lines - \nin blender 2.80, the whole screen turns completely black, as if the lines are as thick as the screen.**\n",
"Freestyle not working\nOperating system: Linux Mint 19 Tara\nGraphics card: Nvidia GeForce GT 630\n\nBroken:\nversion: 2.80 (sub 35), branch: blender2.8, commit date: 2018-12-04 16:52, hash: 7e5f31be418, type: Release\n\n\nFreestyle not working\n\n\n\n\nIf i'm not missing anything, just try to use freestyle."
] |
Apply Base after the latest 2.90 MultiRes patches heavily inflates the base mesh
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50
Broken: version: 2.90 (sub 0)
Worked: 2.83
The issue got fixed in the 2.83 Alpha for Simple mode, but the issue of inflated Apply Base results appeared again with the latest changes to Subdivide. I used all three different Subdivide options added to Alpha on the model provided down below in this bug report.
[Desktop 2020.05.01 - 15.49.36.01.mp4](Desktop_2020.05.01_-_15.49.36.01.mp4)
Use this .blend-file and press "Apply Base". Compare the results with the other subdiv levels.
[Broken Apply Base for 2.90.blend](Broken_Apply_Base_for_2.90.blend)
The strange part is that if you use the brand new Rebuild Subdivisions feature, the base mesh actually has a more correct Apply Base that does not heavily inflate. To test this on your own, here's what you have to do:
1) Press Apply so all the geometry is added to the actual base model.
2) Add a new MultiRes modifier.
3) Press Rebuild Subdivisions.
4) Go down to level 0. The base model should look like a cube without being overly inflated in size. | [
"Optimize Multires Unsubdivide base mesh creation\nThe ##unsubdivide_build_base_mesh_from_tags## is the slowest part of the unsubdivide and rebuild subdivision operators. This function dissolves previously tagged vertices to create an unsubdivided version of the mesh. \n\n\n\nThe only requisite this function has is that it should not delete the loops while dissolving the vertices as they contain a datalayer with the indices that are going to be used to map the extracted grids to the new base mesh.\n\nI tried using ##BM_vert_dissolve## and ##BM_edge_collapse## in a ##BM_ITER_MESH_MUTABLE## loop in order to dissolve the tagged vertices, but this method seems to be slower than using the dissolve_vertices bmesh operator directly. ",
"Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n",
"Multires clay brushes performance issue\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Beta\n\nWhen using the multires modifier for sculpting the performance seems to suffer significantly for certain brushes. This gets even worse on lower levels so the performance often is much worse on level 1 when compared to level 3.\n\n[2020-08-03 16-22-39.mp4](2020-08-03_16-22-39.mp4)\n\nThe performance seems to be especially bad on the Clay & Clay Strips brushes.\n\n**Example .blend file**\n\nJust to make sure the performance is as reproducible as possible, here is the file of the jacket.\nWhen trying to reproduce this performance on a cube or Suzanne head it wasn't as bad but still noticeable.\n[jacket.blend](jacket.blend)",
"Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n",
"Remeshing object with subdivision modifier hangs Blender\nOperating system: macOS 10.14.6\nGraphics card:\n\nBroken: All versions of Blender but tested on Version 2.93.0 (2.93.0 2021-02-25) & Version 2.92.0 (2.92.0 2021-02-25)\nWorked: ?\n\nRemeshing object with subdivision modifier hangs Blender\n1 Add a subdivision modifier to the default cube, set it to 2 or more.\n2 Jump into Sculpt mode and remesh with default voxel settings, it should work fine.\n3 Undo the last remesh and now change the voxel size to 0.002 m and remesh again, it hangs.\n\n\nDo step 1 again, this time apply subdivision modifier and then try to remesh with voxel size of 0.002 m, it should work\n\n\n\n",
"UV unwrap: pinning faces in an island causes other islands to have the wrong scale and fill the whole map\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWhen unwrapping, if you pin some faces in an island, then the other islands will not be in the same scale anymore, they will fill the whole map instead of remaining in the same scale.\n\n- before unwrapping any object, add some seams around a few faces so that this area will have its own small island in the UV map\n- unwrap the object. You should now have a main island, and a small island in the UV map\n- pin a few faces of the main island in the UV map\n- unwrap the object again. Now the small island will fill the whole map or be way too large, instead of remaining in the correct scale.\n\nI tried in Blender 2.81, and the problem is still there.\n\n**Steps to reproduce**\n\n* Open file\n* In UV editor, pin selected vertex\n* select all vertices and unwrap\n\nIsland will fill the whole map",
"Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n\n\n\n\n\n\n\n",
"The inverted mask expand in sculpt mode doesn't work properly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017\n\n\nBroken: \nProbably broken behavior in 2.83\n2.93.7\n3.0\nCrashes In 3.1.0 Alpha\n\nThe inverted mask expand (Shift+alt+A) in sculpt mode doesn't work properly on blender 2.93 and 3.0\nAs a note it Seems not also not work properly work on 2.83 with symmetry\n\n\nblender 2.83: invertex expand doesn't work with symmetry\nBlender 2.93, 3.0.0:\n- {nav File > New > Sculpting}\n- use the inverted expand: {key Shift Alt A} (it does not appear inverted)\n- now change falloff type with 1-4 (gets inverted)\nIf clicked without changing the falloff type it is applied as it is, without the inversion. If you invert using \"F\", and then change the falloff type, it still changes the inversion. \n\n| 2.83 | 2.93, 3.0.0 |\n| -- | -- |\n| [2022-01-16 17-55-30.mp4](2022-01-16_17-55-30.mp4) | [2022-01-16 18-14-12.mp4](2022-01-16_18-14-12.mp4) |\n\n\n\n\n",
"Subdivision surface with circle curve issue. \nOperating system: Windows 11 Pro\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0\nWorked: (on 2.9 was working fine)\n\nCreating a mesh ring with curve circle and applying sub division serface, the modifier fails at two vertecies on the mesh. \n\nAdd curve -> circle -? edit mode -> select verticies -> E to extrude and S to apply size -> E to extrude on Z direction -> done\nObject Mode -> add modifier -> subdivision serface -> issue.\n[Issue with subdivision serface .blend](Issue_with_subdivision_serface_.blend)\n\n\n",
"Export abc without subdiv does not work with instance collections (when source collection is disabled or linked)\nOperating system: Ubuntu 20.04.1 LTS\nGraphics card: GeForce GTX 1650\n\nBroken: 2.93Beta ea11b4e10ce0\nBroken: 2.90.1\nWorked: 2.83.6\n\nWhen I try to export instance collections as alembic file, subdivisions are always applied even if apply_subdiv argument is set to False (when source collection is disabled or linked).\n\nOpen a fresh blender.\nDelete all objects.\nCreate a Cube.\nCreate a subdivision surface modifier with 2 subdivions on this cube.\nPut the cube in a collection.\nCreate an instance collection of this collection\nSelect instance collection\nExclude the source collection from the viewlayer\nExport selection in abc (apply_subdiv=False)\n\nImport abc file.\nThe cube have the subdivisions.\n\nNote : it works like a charm when object mesh (the cube in our case) is exported.\nNot working with instance collection (when source collection is disabled or linked).\n\nThanks",
"2.91 - Undo in Sculpt Mode switches tool to inflate brush (specific to attached file)\nOperating system: Win 10 64-bit\nGraphics card: Nvidia GFX 1060 6GB\n\nBroken: \n - 2.90.1\n - 2.91.0, from steam, seems *file specific*\n - 2.92.0\nWorked: 2.91.0, same version, fresh file\n\nWith attached file: In sculpt mode calling undo changes the tool to \"Inflate\" besides undoing.\n\nAdditionally, when undo is called via menu, the undo operation happens only when undoing so far back sculpt mode was entered. On reentering Sculpt Mode, tool is set to \"Inflate\". \n\nThis issues seems to be tied to this specific file, as it's not reproducible in a fresh file. The file was created with blender 2.91.0. I sculpted multiple objects using both Dynamesh and Remesh in Sculpt Mode. I deleted the sculpts to keep the file size small and since the same behavior persisted with newly created geometry (in this case a cube). I don't know how to debug this any further, any hints appreciated. As a workaround I will try to reimport the geometry into a new file.\n\nBased on the attached .blend file [SculptModeBug.blend](SculptModeBug.blend)\n\nUndoing with shortcut:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - hit ctrl + z\n - tool switched to \"Inflate\"\n\nUndoing via menu:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - modify mesh with tool\n - call \"undo\" from menu \"edit/undo\" - this has no effect\n - call \"undo\" from menu \"edit/undo\" until the point object goes back to Object Mode - changes get undone\n - On entering Sculpt Mode again, the active tool has switched to \"Inflate\"\n",
"Multiresolution Issues\nThis is a temporary parent task to gather long standing and highly problematic issues with the Multiresolution modifier.\nThis mostly concerns bugs, known issues and badly supported existing features and gives an overview of the most pressing issues.\nNew features are not part of this task and don't need to be discussed.\n\n# Goal\nThe intent behind the task is to incrementally fix long standing issues to fix the current experience of subdivision based sculpting.\n\n# List of Issues\n\n## Crashes\n\n- [ ] #99887 - Multires Unsubdivide freezes Blender with hidden geoemtry\n- [ ] #84551 - Multiresolution - Crash when Linear Subdivision level is above 1\n- [ ] #100985 - Crash on sculpt mask brush when Multiresolution modifier is copied from another object\n- [ ] #85065 - Sculpt Mode - Using Mask while Multiress active = Crash\n- [ ] #86114 - Multires Displacement Smear brush + Dyntopo Error\n\n## Long Standing Issues\n\n### Visibility\nOne of the most important badly supported features is face visibility. \n\n- [ ] #87821 - Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\n- [ ] #92372 - Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier\n- [ ] #95419 - sculpt mode: invert visible hides all faces with Multires modifier\n\n### Propagation\nAlso a high prioprity. Spikes and artefacts of details is making switching levels a bad experience.\n\n- [ ] #76374 - Multires: Artefacts from lower subdiv level changes\n- [ ] #94769 - Multires spikes\n\n### Undo\nBroken sculpted levels and other undo issues are very severe, since they are easy to trigger and cannot be easily recovered from. This also makes switching levels worse.\n\n- [ ] #93511 - Unable to undo subdivision with Multiresolution modifier\n- [ ] #79487 - Multires Level switching undo bug\n- [ ] #76311 - Redo causes pointy mesh artifacts in Multires\n- [ ] #76313 - Redo in Multires doesn't bring back stroke made after a subdivide\n\n### Rebuilding Subdivs\nA vital feature that is not reliable and surprisingly destructive.\n\n- [ ] #99857 - Rebuilding subdivisions with multiresolution deletes vertex groups\n- [ ] #81645 - Rebuilding multires subdivisions sometimes puts some vertices at the origin\n- [ ] #85792 - unsubdivide of Multires bug\n- [ ] #95022 - Using \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\n\n### Face corner inaccuracies\nVisibility and masking can lead is having different results in multires.\n\n- [ ] #79319 - Transform Tools influence on Hidden Face Sets with Multires Modifier\n- [ ] #79317 - Hidden Face Set Boundaries unmasked after inverting the mask on Multires Modifier\n\n### Grids consistency\nSome common workflows operators lead to severe issues with the multires grids.\n\n- [ ] #76682 - Applying negative scale inverts multires displacement\n- [ ] #76735 - Sculpt: Artifact in Multires when mirror modifier is applied\n\n### Smooth Normals\nSmooth faces is overall a worse expereince and is often avoided as a result.\n\n- [ ] #80641 - Sharp normals along base mesh wires in multires sculpting with smooth shading\n\n### Performance\nSome performance issues were investigated but never fixed.\n\n- [ ] #79488 - Multires clay brushes performance issue\n\n### Other\nVarious issues, arranged by importance.\n\n- [ ] #63581 - Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\n- [ ] #94631 - Multires: Duplicating objects sets the viewport level to sculpt level\n- [ ] #107102 - No visible mesh on Viewport Screenshot in sculpt mode with Multires\n- [ ] #73355 - Multires: Missing updates are not communicated in the UI\n- [ ] #90089 - Multires the Apply Base add to Quick Favorites can't change mesh\n- [ ] #76769 - MultiRes cannot \"Apply Base\" when ShapeKey have been added\n- [ ] #81497 - Multires: Editing base mesh creates random results on higher subdiv levels\n- [ ] Reshape is unreliable (Needs report)\n\n## Unsupported\n\n- [ ] Geodesic & Diagonals Expand (Needs report)\n- [ ] Fairing operators (Needs report)\n- [ ] Mask Extract (Needs report)\n- [ ] #95665 - Grab Silhouette broken with Multires \n- [ ] #88999 - Sculpt mode: Pose brush with Face sets FK mode do not work with Multiresolution\n\n## UI\n\n- Graying out/disabling intentionally unsupported features (Like with Remesh)\n - Dyntopo\n - Trimming operators/tools\n - Mask Slice\n\n## Needs Investigation\n\n- [ ] #95557 - Multiresolution sculpting broken after change in base geometry\n\n",
"Graph Editor Expand/Collapse Channels collapsing happens on all hierarchy levels at once [Outliner doesnt do this, expanding is also one step at a time]\nOperating system: Mac 10.15\nGraphics card: \n\nBroken: 2.90.0\nWorked: never\n\n(This might be considered a feature request, it would be consistent with the Outliner though)\nIn the Graph Editor when working on the left panel and use '+'/'-' keys on Numpad, the '+' is working well, it opens the collapse levels one each time, but the '-' is collapse all the level in one time. It is not convenient when having lots of things in this panel.\n\n[Screen Recording 2020-09-13 at 22.22.54.mov](Screen_Recording_2020-09-13_at_22.22.54.mov)",
"Applying Subdivision/Multires Modifier De-merges UV's\n### Update\n\nThe issue of custom-data (UV's specifically) becoming detached remains, this problem existed before b88dd3b8e7, it was just less obvious since selection connected near-by UV's. Now UV's are merged by default at a very low threshold when applying modifiers to mitigate the problem. Keeping this report open as it would be good if subdivision-surface didn't separate UV's, replies to this report contain some notes that could lead to a solution. In practice users should not experience problems caused by this behavior, so marking low priority. ~ @campbellbarton.\n\n----\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha \nWorked: working in 2.90 \n\nCaused by b88dd3b8e7\n\nWhen applying a subdivision modifier, certain UV's points disconnect from their neighbors. This does not seem to occur with the F3 menu subdivide operation.\n\n- Open default blender scene.\n- Subdivide cube - 1 level and apply it. Do this step 4x\n- In the UV editor use \"Alt select\" to select face loops at random.\n- Alt click around until a face loop is not fully completed, this will reveal unmerged vertices.\n- Check area that did not complete by moving faces, vertices, edges etc to confirm unmerged UV's.\nThis does not seem to be an issue with the newly added 9a52b30cc0 in my eyes, rather an issue with subdividing.\n[UV Disconnect.blend](UV_Disconnect.blend)\n\n",
"Cannot Apply Multi Objects\nOperating system: Linux-5.8.0-53-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14735 Core Profile Context 21.10\n\nBroken: version: 2.92.0\n\nWhen I try to apply scaling, rotation or location to a linked object (Alt+D) I get this error message:\n\"Cannot apply to a multi user: Object \"Cube.001\", Mesh \"Cube\", aborting\"\n \n- Scale the cube \n- Link it with Alt+D,\n- Apply scaling, location or rotation to one of the two cubes.\n\n[Blender 2021-05-30 00-10-18.mp4](Blender_2021-05-30_00-10-18.mp4)"
] | [
"Apply base results in oversized mesh using Catmull-Clark.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.83 (sub 13)\nWorked: Never\n\n\n\n[#75463.blend](T75463.blend)\n\n- Open file\n- Examine how subdivided object `original` looks like\n- Change number of subdivisions in Preview to 0\n- Click on Apply Base\n# Compare to form of subdivided mesh\n\nModified base mesh is slightly oversized."
] |
Evaluated object with modifiers, resulting mesh from Object.to_mesh() MeshVertex.groups are empty
Broken: blender-2.80.0-git.fd3f75a02cf9-windows64
Vertex group weighting does not carry over to the resulting mesh after Object.to_mesh() is called on an object with modifiers.
Open the example blend: [asd.blend](asd.blend)
Run the script and observe the terminal output that shows each vertex of the resulting mesh has no groups assigned. | [
"Selection not transfering to paint mask (vertexpaint, weightpaint, texturepaint) when a triangulate modifier is present\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.81\n\nBroken: version: 2.92.0\nWorked: -\n\nIf you face select on edit mode, it will carry your selection to weight paint face select or texture paint face select or etc.\nBut if you have triangulate modifier on it will not carry it over.\n\nI did not know this and there was not error message about this anywhere on blender.\n\nLoad this file: [faceselect001.blend](faceselect001.blend)\nyou see some faces selected with triangulate modifier on.\ngo to weight paint or texture paint and you see none.\n\nI know this might not be a bug but how software works BUT for a common artist, at least adding a message that it will not carry over selection would have been nice, or disabling triangulate on view automatically when you go to those modes.\n\n",
"Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases",
"Crash and assert hit when converting empty hair to mesh\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: 3.5, 3.6\nWorked: never? (conversion for \"Curves\" is added in 3.5 release)\n\nCrash triggers when converting empty hair object to mesh due null pointer access and\nassert hit at `BLI_assert(mesh_src->id.tag & LIB_TAG_NO_MAIN)` and `BLI_assert(mesh_dst == ob->data)`\n\n- Open default scene\n- Select default cube and Add empty hair object\n- Convert to > Mesh\n\n```\n \tblender.exe!_BLI_assert_abort() Line 47\tC\n>\tblender.exe!BKE_mesh_nomain_to_mesh(Mesh * mesh_src, Mesh * mesh_dst, Object * ob) Line 1113\tC++\n \tblender.exe!object_convert_exec(bContext * C, wmOperator * op) Line 3397\tC++\n \tblender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, const wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1539\tC++\n \tblender.exe!wm_operator_call_internal(bContext * C, wmOperatorType * ot, PointerRNA * properties, ReportList * reports, const wmOperatorCallContext context, const bool poll_only, const wmEvent * event) Line 1727\tC++\n \tblender.exe!WM_operator_name_call_ptr(bContext * C, wmOperatorType * ot, wmOperatorCallContext context, PointerRNA * properties, const wmEvent * event) Line 1776\tC++\n \tblender.exe!WM_operator_name_call_ptr_with_depends_on_cursor(bContext * C, wmOperatorType * ot, wmOperatorCallContext opcontext, PointerRNA * properties, const wmEvent * event, const char * drawstr) Line 1969\tC++\n \tblender.exe!ui_apply_but_funcs_after(bContext * C) Line 1029\tC++\n \tblender.exe!ui_popup_handler(bContext * C, const wmEvent * event, void * userdata) Line 11541\tC++\n \tblender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, const bool always_pass) Line 814\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3305\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3422\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 4044\tC++\n \tblender.exe!WM_main(bContext * C) Line 649\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 597\tC\n```\n\n",
"Boolean modifier: Self Intersection fails when mesh object is same for both operand types\nOperating system: Win10 (21H1 19043.1348)\nGraphics card: GeForce 1080Ti (496.76)\n\nLatest 3.0 (December 02, 02:20:21 - 9cec9b4d6e33)\n\nOperand type `collection` did not consider `self intersection` with certain condition.\nIt fails when mesh object is same for both operand types\n\n- Open .blend file\n- Change operand type to `Object`\n- Uncheck `Self Intersection`\n- Switch back to `Collection\n\nTest File:\n[boolean.blend](boolean.blend)\n[2021-12-03 13-50-41.mp4](2021-12-03_13-50-41.mp4)",
"Group Index input for the fill curve node\nAdd a \"Group Index\" integer input to the node, evaluated on the curve domain.\nThis will allow limiting intersections between separate curves, which can be helpful\nas a performance optimization and for a simpler result.\n\nThe default value should be a single value of zero, and the number button should be hidden on the node.\nTo fill each curve separately, the \"Index\" node can be connected the group index.\n\n**Implementation**\n- The filling function `do_cdt` can have a new `IndexMask` argument\n- This is similar to the sample curve node which uses a `MultiValueMap` to find groups of related indices\n- When the group index is a single value, creating the full `IndexMask` and map can be skipped\n- The total size of the mesh should be calculated based on all of the intersection results, then the results can be converted directly into subsets of the output mesh",
"closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze",
"Support for USD PointInstancer\nOperating system: Win10\nGraphics card: GTX 1660 Ti\n\nBroken: 3.1\n\nAfter loading a USD file with type particleInstancer attached with spheres as child, Blender failed to draw the points as spheres. Instead, the displayed object in the layout window is just a singular point at the origin. Example file attached.[example_sim_granular.zip](example_sim_granular.zip)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Subdivided surface preserves mesh UVs and vertex colors when not needed\nThis code causes UVs and vertex colors to always be preserved through the modifier stack.\n\n```\n /* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with\n * weight paint mode when there are modifiers applied, needs further investigation,\n * see replies to r50969, Campbell */\n#if 0\n CustomData_set_only_copy(&dm->loopData, mask->lmask);\n CustomData_set_only_copy(&dm->polyData, mask->pmask);\n#endif\n```\n\nFor simple solid shading these are not needed, and `ED_view3d_datamask` should take care of requesting them when needed, taking up memory and CPU time.\n\nHowever, there is currently an issue where switching shading modes does not reevaluate the dependency graph to add these data layers, so just re-enabling this code is not enough to fix this. See also #63595 (Generated texture coordinates missing when switching from solid to rendered mode).",
"No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n",
"Operator to convert input node to new group input socket\nMake an operator to convert input node to new group input socket\n\n\n- >\n\n\n\nBehaviour:\n\n- Create a new input on the current node group.\n\n- Use the input node's...\n... type as the group input socket type\n... value as default value and of the new group input and value of all instances where the group is used\n... label as the new group input's name\n\n- Replace the input node with a group input node and reconnect the new output to all previous connections\n\n- Hide all outputs on the new group input node except the newly create one (same as drag realease search way of adding a new group input socket)",
"Python variables becomes invalid when batch creating attribute layers\nOperating system: Gentoo Linux\nGraphics card: AMD WX 9100\n\nBroken: 3.2 and master\nWorked: I'm guessing this has been broken since attribute layers were introduced\n\nWhen creating new attributes layers via python, the returned attribute object will stop work after multiple layers are added.\nIt seems like the attribute layers might be reallocated and moved while the python pointers doesn't get updated when this happens.\n\nIn a python script, create multiple attributes for a mesh in a row and save the return value.\nNotice that if you add too many the previously returned variables will stop working.\n\nSteps to reproduce with the attached file:\n1. Click run script\n2. Notice that at2 through at5 is of length zero\n3. If you remove any one of the `new` calls the returned variables are valid.\n[attribute_error.blend](attribute_error.blend)",
"Bevel vertex weight problem with Solidify modifier in simple mode\nOperating system: Win10\nGraphics card: 1050ti\n\nBroken: (3.2.0 Alpha from 2022-02-21 23:28)\n\nSolidify doesn't create beveled edge from extruded points in simple mode\n\n\n # Open file and switch between *complex* and *simple* modes inside Solidify modifier -> extruded edges got beveled or not\n\nFrom scratch:\n - Create a plane\n - Assign full bevel weight for both verts and edges\n # Add Solidify and Bevel modifiers (weight mode)\n\n[solidify+bevel_weight_problem.blend](solidify_bevel_weight_problem.blend)\n",
"Performance: EditMesh to Mesh on every modifier run\nThis is a part of performance regression investigation task.\n\nEvery movement of vertex will request modifier stack to be re-run. This involves conversion of EditMesh to Mesh, no matter whether there are modifiers or not.\n\nSince 84cf670d1d it seems that we can simply delay creation of `mesh_cage` in `editbmesh_calc_modifiers` and only do it if there is actual modifier which is to be applied. We can then have `runtime.is_original` set to truth for all Mesh IDs which are covered by Copy-on-Write, and set it to false when modifier runs.\n\nThis will solve about 50% of slowdown in the attached file (where EditMesh to Mesh takes almost same amount of time as batch cache creation).\n\n[megaheavy_mesh_edit.blend](megaheavy_mesh_edit.blend)",
"Mesh to Volume modifier is recalculated even if the volume object is disabled/hidden\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nI'm disabling the volume object in the viewport to move the origin mesh, but the viewport is lagging until I turn off the \"Mesh to Volume\" modifier.\nMaybe it is better to not compute the \"Mesh to Volume\" modifier while the volume object is hidden/disabled?\n\n- Open attached file\n- hide the volume object\n- move the origin mesh\n[H.blend](H.blend)\n\n",
"Mesh modeling performance regressions\nList of performance issues that we would like to fix or investigate for 2.80:\n\n* Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.\n* BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.\n* Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)\n* Manipulate modal callback performance may be problematic: #55458\n"
] | [
"since the recent depsgraph changes, applying array mods using new_from_object() clears vertex groups \nOperating system: Linux-4.13.10-041310-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.67\n\nBroken: version: 2.80 (sub 69)\nWorked: before depsgraph changes\n\nApplying an array mod using `bpy.data.meshes.new_from_object()` will clear vertex groups. The groups still exist but no vertices are assigned.\nThis happens for arrays with and without caps.\nIn previous versions, you could set up vertex groups on the main object and the caps, and after applying the mod, the vertex groups would still work as expected on the flattened object.\nApplying the modifer from the modifier panel works as expected.\n\n[apply_array_mod_and_vertex_groups.blend](apply_array_mod_and_vertex_groups.blend)\n\n[video demo ](watch?v=npHZ2bfrZ6w)\n\nI think this is one for @Sergey again.\n\n* load the blend file above\n* apply mod from the modifier panel and check the vertex group on the result\n* reload and apply the mod via the script, the vertex group is now empty"
] |
Find Missing Files on Linked library override doesn't show up until restart
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41
Broken: version: 3.5.0
When you have a linked character/collection (I also had library overrides, uncertain if it's necessary or not) and that link becomes missing for some reason upon opening your blend file, that character will never show up outside of the outliner (ie in the 3D viewport) until you use "find missing" and then *restart Blender*.
1. Link a collection (I used a character with an armature) from a different file
2. Make a library override (to pose and animate, not sure if this is necessary, but I did it)
3. Save and close
4. Move or rename the file you linked to
5. Open your file again and use "find missing" to re-establish the link
Result:
Your character never appears.
Expected:
Your character should appear once "find missing" is done.
Workaround:
Save and restart Blender.
| [
"Don't show catalog path when dragging assets over root level catalogs\nWe show the name, and the full path of a catalog in parentheses, when dragging assets over it. For root level items this will just result in showing the catalog name twice. This is confusing and should be avoided.\n\n",
"Appending packed libraries is treated as if they weren't packed\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56\n\nBroken: version: 3.1.0 Alpha\nWorked: I believe never, at least it also seems broken in 2.83.\n\n- This file has packed resources as well as libraries: [ellie.blend](ellie.blend)\n- Everything was packed without any shennanigans, just File->External Data->Pack Resources, Pack Linked Libraries.\n- File works fine on its own.\n\n- Append the CH-ellie collection into an empty file.\n\n\n- It's looking for the packed libraries outside of the file, as if they were not packed.",
"Linked Text Object Data Bug\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 2.93, 3.0.0\nWorked: -\n\nText objects with linked object data behave strangely. Some letters change their shape, which may vary from instance to instance. (see uploaded image)\nMaybe i´ve got the bug is because i use the Small Caps format.\n\n\n1. Create several same text Objects (you maybe should use Small Caps format in them)\n2. Link their Object Data\n3. Try to switch several times between Object and Edit mode and you will see the bug. It occurs everytime on different letter. And every instance of the text looks often different then the others.\nI am attaching the Blend file\n[bug.blend](bug.blend)\n",
"Persistent Data causes the Image Editor to not update during rendering + pixel glitches in topper pixel lines\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0 Beta\n\nVery often, when you render a sequence, it was on nearly every scene I was working on, there is not shown the render results, and you see the transparent background.\nUpdate in the image Editor is only shown once the whole render completes.\nSometimes it works randomly on some frames. And sometimes you have even a pixel glitch when the progress is not shown. As shown at the end of the video, you have sometimes that glitch on the top. When it is there, it is always the first\\second pixel line.\nThe Pictures are properly rendered and saved, but often the progress in the render results window is not shown and there are some glitches. But they will not appear in the final picture. ONLY in the render preview.\n\nWorks on my projects every time. Nothing particularly.\n\nWait a little bit. The second frame in the video has a glitch.\n[2022-02-01 19-39-28.mp4](2022-02-01_19-39-28.mp4)\n\nProblem is from on frame 3:\n[2022-02-04 08-09-30.mp4](2022-02-04_08-09-30.mp4)\n[Citty.blend](Citty.blend)",
"Outliner: Data API view can expand non expandable properties\nThe Data API view in the outliner let you click on the (invisble) expand arrow on non expandable properties.\n\nThis result in the property value to become invisible. You can click to bring it back, so I think it's only a display issue.\nNot all properties seems to be affected.\n\nBefore:\n\nAfter:\n",
"IDProps mismatch (pyRNA-defined vs. custom props) can confuse liboverride system in Collection property case\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36\n\nBroken: version: 2.93.5\n\nOverride libraries linking seem to have an issue when linking collection property registered by an addon or a script.\nIf I add items to a collection property of an object in the source file, and then link the object using override libraries in a new file. I can't delete this item in the collection property, that's ok. **The problem is when I go back to the source file and clear the collection property,** so it doesn't have items anymore, then going back again to the linked file,**the object still has this property item,** even if it was deleted in the source file, and it still can't be removed.\n\nThe rar file includes a source file, a file with the linked collection, and a test addon which just register a property, you can also just run the script from the source file, but better to test with the addon.\n- Install the addon or run the script in order to register a collection property called test_proprety on the box object.\n- Open the file override_properties_to_link.blend\n- Select cube and Write in the console C.object.test_property.items() or just press the arrow up in the console\n- There should be one item assigned - bpy.data.objects['Cube'].test_property[0])\n- Try to clear using C.object.test_property.clear() and then check the items again. The item is still there for me and can't be removed, also when using remove(0).\n- Go to the source file and check for the items again using C.object.test_property.items(). It should be empty.\n\nHow to repeat the error?\n- In the source file add items to the object property using C.object.test_property.add()\n- Start a new clean file, link the collection from the source file.\n- Make the cube object a library override.\n- The object should have the item in the C.object.test_property from the source file. Save the file.\n- Go back to the source file and clear the items using C.object.test_property.clear() and save the source again.\n- Open the saved file with the linked source. Run C.object.test_property.items() in the console, and it will still have the item that was cleared from the source.\n\n\n\n[Override_property_Bug.rar](Override_property_Bug.rar)",
"Missing Letter V and Black Screen\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.0\n\nWhenever I open Blender, the viewport is black and the letter v is not displayed in any of the menus. Here is a link to a screenshot: VZui9.png \n\nIt simply appears like this on startup.\n\n",
"Using a File Picker element in a popup window causes the popup to go away\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.4\nWorked: Not sure if it has, at least not for a while.\n\nIf I put a string property with a subtype of \"DIR_PATH\" or \"FILE_PATH\" to have the folder/file picker show up for a user to easily select a folder/file in an operator's props and then call it with a window manager invoke_props_dialog (or any of the other popup panel ops), after the user has selected a folder/file the file window goes away but so does the panel without executing the operator.\n\n1. Open included blend file\n2. Run 'Popup File Picker Test' script in text editor\n3. In the Object section of the Properties area, under \"Popup File Picker Test Panel\" click 'Test Popup'\n4. In the popup window use the folder picker button to select a folder and hit \"Accept\"\n5. If it worked, the popup should still be there for you to continue to change other props. If it ran execute instead there should be a statement in the info area and in the console window saying \"Ran execute\". Otherwise it most likely made the popup to disappear without running the operator\n\n[popup_file_pick_test.blend](popup_file_pick_test.blend)\n\n",
"Clipped text labels intermittently missing ellipses by Float properties\nBroken: 3.4\nWorked: -\n\nThere are no ellipses by node group parameters in all editors by unhidden values \n\n[2022-09-02 16-57-07.mp4](2022-09-02_16-57-07.mp4) \n\n- Open attached file\n[missing_ellipsis_bug.blend](missing_ellipsis_bug.blend)",
"Armature animation glitch when using collection instances across scenes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\nWorked: Probably never (2.90 is buggy still)\n\nWhen an armature is included in a collection, and that collection is instanced in another scene, selecting a bone or moving in the timeline creates a seemingly random time-jump in the posing/animation, until the bone is moved, at which point the whole armature snaps back into its real position.\n\nThis issue only occurs when an armature is included in a collection that is instanced in another scene. If the armature is not in a collection or is not instanced, the animation plays back as expected. The meshes under the armature does the same, if one mesh stays in the collection, the bug still happens, everything needs to be removed for the bug not to happen.\n\nWorkaround:\nMoving the bone causes the entire armature to snap back into its correct position, so this can be used as a workaround to keep the animation accurate. Alternatively, the armature can be removed from the collection and into the main scene hierarchy.\n\nThank you for looking into this issue.\n\n* Open attached file\n* Click on any bone\n\nThe pose will change. Change frame and pose will jump unexpectedly again.\n\nSome info that may be helpful: This issue seems to happen when persistent data is enabled and frame is rendered. Armature will then \"remembers\" last rendered frame. The cause may be linked to usage of Autorig pro addon.\n",
"Library Override broken for Snow character rig\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: 3.0 to 4.0\nWorked: never?\n\nI tried to use the Snow character, following the guidelines. But every time I use the Libary Override, the character's eyebrows and neck get stretched and distorted. When the bug does not happen at the time, when saving and reopening the file it appears\n\n- Link the CH-snow collection\n- Object -> Relations -> Make Library Override\n- Save file then reopen it\n",
"Texture painting: Brush and fill miss some pixels.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4 Release Candidate\n\nFinally I can reproduce this bug each time (and it annoys me every time I work with characters).\nTere is file with example: [fill testblend.blend](fill_testblend.blend)\nTry to fill selection \nOperation will leave randomly scattered pixels.\n\nYou can overpaint some of them, but another few pixels you can`t overpaint or you can only from specific camera angle.\n\nDemos:\n[2021-08-22_03-27-01.mp4](2021-08-22_03-27-01.mp4)\n[2021-08-22_03-22-39.mp4](2021-08-22_03-22-39.mp4)\n\nMake lowpoly.\nUnwrap to few islands.\nAdd Multiresolution (4-5 levels)\nAdd black texture (4k)\nSelect some islands in edit mode\nGo to texture paint mode, enable paint mask\nFill with white\nInspect result, you will find missed pixels\n\n\nFrom #95663: this is also true for orthographic view (if zoomed in far enough):\n- brushes wont paint pixels at all\n- fill tool will leave black pixels\n\n- Open .blend file\n- Use fill tool on object in 3DView (will leave black pixels) or\n- Use paint brush (wont paint pixels at all)\n\n\n\nTest File:\n[#95663.blend](T95663.blend)",
"File browser: filename not updated immediately after rename\nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.15.21-1-MANJARO, LLVM 13.0.0) AMD 4.5 (Core Profile) Mesa 21.3.5\n\nBroken: version: 3.0.1, 3.2.0 Alpha\nWorked: -\n\nOpening renamed files does not work if you click \"Open\" in the file browser immediately after renaming.\n\nLet's assume there is a file A.blend\nOpen Blender's file browser, right-click A.blend and rename it to B.blend.\nPress Enter to confirm your changes, then click \"Open\"\nBlender now tries to open a file with the old name A.blend and can't find it anymore, so it shows an error message:\n\"Report: Error\nCannot read file '/yourpath/A.blend': No such file or directory\"\n\nThe renamed file will open:\n- if instead of clicking \"Open\" the renamed file is double-clicked.\n- after selecting a different file and then selecting the renamed file again (now \"Open\" works).\n- after clicking refresh/changing to a different directory and back.\n\nChanging display mode or clicking in the search field before clicking \"Open\" does not help.\n",
"outliner visibility not binded to bpy.context.object.hide_viewport\nOperating system: Linux-5.7.2-zen1-1-zen-x86_64-with-glibc2.29 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\noutliner visibility not binded to bpy.context.object.hide_viewport\n\nclicking the \"eye\" icon of an object in the Outliner shows \"bpy.context.object.hide_viewport = True\" in the info panel.\nBut in PythonTerminal the output is:\n>>> bpy.context.object.hide_viewport\n\nFalse\n\nAlso not possible to make it visible again with bpy.context.object.hide_viewport = False.\nSeems like bpy.context.object.hide_viewport is not connected to the Outliner icon at all.\n\n\n",
"Missing icons for the release\nThere are typically a few new features for each release that need an icon. We can collect them here and make sure they are added before the release (before Bcon3 really).\n\nCurrently missing:\n\n- [x] Geometry Nodes Editor\n- [x] Line art modifier\n- [ ] Attribute domains {[F10162715](image.png) size=full}\n - Face corner icon is using a node snapping icon\n - Points probably shouldn't have a line\n - An icon for curve control points would be great\n- [ ] Asset icon (? Could re-use the Asset Browser icon, but rather have a dedicated one)\n- [ ] Asset Browser \"Unassigned\" catalog item\n- [ ] Asset Browser \"All\" catalog tree item (? Could also just be a regular parent item)\n- [ ] Asset Browser \"Open Blend File\" button\n\n- [x] Blender File (`FILE_BLEND` currently uses the Blender logo, which is wrong)\n\n**Sculpt tools:**\n*Postponed for the next release.*\n* - [ ] ~~Mask Filter Tool~~\n* - [ ] ~~Scene Project Brush Tool~~"
] | [
"Edit > External Data > Find Missing Files: Does not reload linked files.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.81\n\nBroken: version: 3.3.1\n\nIf you use Find Missing Files to locate a linked file which has changed locations on your drive, Blender doesn't reload the files after it has discovered it. \n\n[#102557.zip](T102557.zip)\n- unzip somewhere\n- open `T102557_main.blend` (it links to a `T102557_lib.blend` in the same folder, but this been moved to a `somewhere_else` subfolder)\n- `Edit` > `External Data` > `Find Missing Files`. Select the `somewhere_else` folder you moved your linked file to\n- Blender will find the linked file, but the file will not have reloaded in the scene\n- Save your file and reopen it (The linked file will now have reloaded. )\n- (as a reference: the `Relocate` operator on the broken link will do this properly)\n\n**Original report**\nOpen Blender, Save As the scene with default cube in it ('cube_linked')\nOpen a new scene, Link the previously saved file into the blend file. \nChange the location of the linked scene.\nSave As your scene (cube_linked_test) and reload your scene. The linked file (cube_linked) will have been disconnected.\nGo to Edit > External Data > Find Missing Files. Select the folder you moved your linked file (cube_linked) to.\nBlender will relocate the linked file, but the file will not have reloaded in the scene.\nSave your file and reopen it. \nThe linked file will now have reloaded. \n\n[blender_linking_find_missing_files_bug.mp4](blender_linking_find_missing_files_bug.mp4)\n"
] |
Geometry Nodes output attribute is not computed correctly
Operating system: Ubuntu 20.04
Graphics card: 2080 ti
Broken: 3.0.0
Worked: ???
In the attached blend file, the "foo" output should capture the original position attribute; instead, it captures the updated position attribute. If you re-arrange "pos" and "foo" in the Group Outputs panel, then "foo" correctly captures the input
[geo-nodes-attribute-bug.blend](geo-nodes-attribute-bug.blend) | [
"Geometry Nodes socket is not showing relevant value info for current modifier\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.3.0 beta\n\nUsing many modifiers with the same GN node tree (multiple users) has some issue with data updating.\nIf you bring cursor over socket to see its value, then it shows only data from first GN modifier, no matter what modifier is selected at the moment. Seems to be only interface problem, as internally processed data is correct.\n\nIn attached file bring cursor over orange socket (Object type) and it will show same object for both modifiers, when in fact they are different.\n[socket_info_issue.blend](socket_info_issue.blend)",
"Geometry Node: Input Color node: Custom color and value color is the same property\nOperating system: Linux-5.15.0-60-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\nWorked: Never.\n\n\nCustom color and value color is the same property. Impossible to set custom color to node, always edited value color.\n\n1. Create Geometry Node tree.\n2. Create `Input Color` node\n3. In `N` panel, `Node` page:\n a. Enable `Custom Color` button.\n b. Try to change custom color.",
"Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n",
"Nodes: Different mouse drag effect for float properties\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.5.0 Alpha\n\nDrag step inconsistent of float data type that between of geometry nodes in modifier and editor.\nAnd float of vector also.\nThis caused the mouse to drag far to reach the maximum value when going from 0-100.\n\n\n[drag_step.blend](drag_step.blend)\n\n",
"Geometry Nodes: Going back to frame before simulation cache returns no geometry if frame is out of scene frame range\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 4.0.0 Alpha\n\nOut of scene frame range:\n\n\nInside scene frame range:\n\n\n- Add geonodes modifier\n- add simulation zone\n- run simulation to build up the cache\n- Go to frame 0\n\n",
"Geometry Nodes: Evaluate node tree for get dependencies\n/ in a progress /",
"Dynamic vertex groups (Dynamic Paint, Weight Proximity modifier, Geometry Nodes, ...) do not update density of particles in viewport display\nOperating system: windows 10\nGraphics card: Quadro M620\n\nBroken: 2.90\nWorked: Never\n\nI want to use my dynamic vertex group to generate particles on a plane.\nIt just works when I change parameters during the playback but it's not realtime when I hit play.\n\n- Open attached file\n- Play animation\n- Change any property of the particle during the playback\n[dynamic_paint_test.blend](dynamic_paint_test.blend)",
"Crash when loading a geometry nodes asset into itself\nOperating system: Win 11\nGraphics card: 2070\n\nBroken: 3.4, 4.0\nWorked: none\n\nWhen working on an geometry nodes asset in an asset library - if you search for the name and adding it to the graph it causes a crash. \n\nDrag n drop from the asset browser behaves correctly here - so I think its just the node search code which is missing the check for self referencing.\n\n1. Download the blend file.\n2. Put into a folder.\n3. Add folder as asset library in prefs -> file paths -> asset libraries.\n4. Open the blend file from that folder.\n5. Go to the geometry node graph (should be open already).\n6. `Shift` + `A` to add new nodes.\n6. Search \"noop\" and press enter.\n\n",
"Geometry Nodes related memory leak and exception access violation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: \n\nBlender freezes, memory usage spikes and eventually you get exception access violation crash.\n\nOpen attached file and enable Layer 3. Blender will freeze, memory usage will spike and eventually lead to exception access violation crash. Crash log is generated.\n\n[gnodes bug1.blend](attachment)\n\nTo stop crashing disconnect Twig Object from Object Info node. I think this started happening after I deleted the \"fir_twig\" object, but there was still a hidden reference in the Object info. However, I was not able to replicate this in a new file and the crash stops happening if I delete / modify some of the node groups, even in unrelated ways. I am pushing Blender to the limits and this is a heavily reduced file.\n\n",
"Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n",
"Node Tools Overview\n## Background\nWith node group assets becoming more prevalent and geometry nodes becoming essential\nfor manipulating geometry in Blender, we want to add the ability to implement operators\nwith geometry node groups.\n\nRelevant node groups would need a geometry input and output, and could have other inputs (and possibly outputs), with similar mappings as the geometry nodes modifier.\n\nAdditionally, specific inputs could be marked as editable modally, for example, a \"Factor\" input could be controlled by moving the mouse cursor left or right.\n\nThe specific data design still needs to be settled on (i.e. is the node group an operator, or does an operator reference a node group?).\n\n## Design\n- The node group itself is the operator asset\n- Geometry nodes gets new input nodes\n\t- Selection\n\t- Mouse coordinates\n - View transform\n - 3D cursor location\n - etc.\n- Geometry node groups with these input nodes can only be used as operators\n\t- This design is similar to the shared node groups between shader and geometry nodes, for example.\n- The group outputs are used to adjust the output geometry\n\t- The geometry output will adjust the \"active\" geometry\n - We _might_ need to store a specific mapping for outputs, but relying on the name is a start\n- The project is \"completely finished\" when any existing edit mode operator could be implemented with nodes\n\n## Implementation\n\n_Organized by priority in each category_\n\n### 4.0 Targets\n\n_Changes needed to move the feature out of experimental and enable it in the release_\n\n- [x] Initial basic feature for curves sculpt mode e4cc91a6113f14418b5d8f2a0aace252dc3949d8\n- [x] Allow controlling which modes assets are available in fd9d22ba57d75b278a0350492c5eab2d39d39070\n- [x] Update 3D view menus dynamically (avoid need to restart Blender) cc83951951efc28411960d950435224e8d06606c\n- [ ] Make object info node geometry output work properly\n- [x] #111529 Show menus for unassigned node group assets d2d4de8c710c4e8e648a86f904e6436133664836\n- [x] Tool specific nodes\n - [x] Selection input e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] Set selection e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] 3D cursor e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] Sculpt face sets input e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n- [ ] Node group inputs displayed in the redo panel\n - [x] Initial input drawing bc393c403325c956ec4e83eeb072a9bdb2e7824d\n - [x] Display node group name in panel title f0467b4615b366f34f0daae81ef717c342e8f520 ee1ee584ded3b76fdd9b661244274af850b08fa9\n - [ ] Add attribute search\n - [x] Don't draw redo panel when there are no inputs c59d998ce524e37c2449694602fb6d57b6d292fa\n- [x] #111523 Improved default traits b4dc16f32d92a2fbc140abfe6eb438ff11b5d5e8\n- [ ] #111524 Finalize trait popover locations\n- [ ] Add support for evaluating output attributes\n- [x] Shortcut support 65591b2c8cc83b024bc0a283bae1bbeb7ee85132\n- [x] Quick favorite support 65591b2c8cc83b024bc0a283bae1bbeb7ee85132\n- [ ] #111526 Filter data-block selector based on tool/modifier option #112389\n- [ ] Publish the user manual\n\n### Polishing\n\n_Not necessarily required for a release in main_\n\n- [ ] Show visual difference for tool nodes in modifier context\n- [ ] Show visual difference for viewer and simulation nodes in tool context\n- [ ] Resolve flickering in asset browser when using redo panel\n- [ ] Warnings in node editor header\n - [ ] When node group is not an asset (with button to mark as asset) #110813\n - [ ] When the node group is not marked as a tool #110813\n - [ ] When asset is not in a catalog (and not in a menu) #110813\n\n### Milestone 2\n\n_The second phase of the project, after the fundamentals are working well_\n\n- [ ] Option to show settings in popup before operation starts\n- [ ] Tool specific nodes\n - [ ] Sculpt \"soft selection\" input and set\n - [ ] View transform\n - [ ] Mouse position\n - [ ] Deformed (\"cage\") positions\n- [ ] Modal operator support\n- [ ] \"Wait for cursor\" option\n- [ ] Store operator properties for the next execution\n\n\n## Use Cases and Ideas\n- [ ] Mesh sculpt \"face set extract\"\n- [ ] Mesh sculpt \"mask extract\"\n- [ ] Lasso selection operator",
"EEVEE Shading: string sockets node group interface value doesn't work\nBroken: version: 3.0.0 Alpha\nWorked: n/a\n\nin shading, String sockets exposed via node group interface don't use the value from the node group interface\n\nSteps to illustrate the problem\n\n* Use a quick smoke effect on a cube\n* Add a principled volume and connect it to material volume output\n* Change the Density Attribute to other text\n* Group the principled volume\n* Change the Density Attribute back to density\n\n[volume.blend](volume.blend)\n\n",
"Grease pencil set origin fails then object has transforms\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nGrease pencil set origin fails then object has transforms\n\nCheck blend file:\n\n[GP test.blend](attachment)\n\n1 case: select left object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move aside like if rotation is cleared.\n\n\n\n2 case: select central object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object like if scale is cleared.\n\n\n\n3 case: Select all 3 objects, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object as intended, but geometry data moves itself.\n\n\n\n",
"Node editor: Allow editing geometry node tree without context\nLike the \"Material/World\" toggle in the shader editor, add an option to allow choosing any node group regardless of the context.\n\n",
"Support geometry node in glTF exporter\nThis should be possible when API will manage it.\nCurrent code used by glTF exporter:\n\n```\ndepsgraph = bpy.context.evaluated_depsgraph_get()\nblender_mesh_owner = blender_object.evaluated_get(depsgraph)\nblender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)\n```"
] | [
"Geometry nodes attribute output depends on order of outputs\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0\nBroken: version: 3.1.0 Alpha\n\nGN uses the full geometry as outputted by each output, apparently in order of creation, to determine the inputs to fields involved in later outputs.\n\nAttached file is handy for demonstrating the error:\n\n\n\nYou can see I've got stuff labelled here. \"Modifier\" row uses live geometry nodes modifiers; \"Applied\" row are the same objects, but modifiers applied (via convert to mesh) in order to examine the output. \"Base\" column has geometry nodes as shown; \"Switched Outputs\" 2 columns have the outputs reorganized to get GN to evaluate in a different order. First and second columns have inputs of \"StealFrom\" and \"StealTo\" of 1.0 each; third column has inputs of \"StealFrom\" of 0.5 and \"StealTo\" of 1.0. All vertices in the objects are assigned to these groups with the weights mentioned.\n\nAnticipated output from first two columns is StealTo 1.0, StealFrom 0.0; in third column, anticipated output is StealTo 0.5, StealFrom 0.0. Actual output, as shown on the Applied row, differs: 0,0 in first row; 0,1 in second row; 0.25, 0.5 in third row.\n\nIt appears that the fields reading the groups are acquiring their values, in order, from each preceding output. So in the first column, we're first creating geometry (which is identical to input geometry); then running the StealFrom field on that geometry, giving us a StealFrom of 0 and outputting new geometry; then running the StealTo field on that output, giving us a StealTo of 0. And of course when we switch the outputs, these fields are evaluated in a different order, leading to different final output.\n\nIt's not 100% clear to me that this is a bug; order of operations at the final output is only implied, and I don't think is specified anywhere in the manual at https:*docs.blender.org/manual/en/latest/modeling/modifiers/generate/geometry_nodes.html# . I'm making this as at the request of @JacquesLucke , who asked for this report in a post at https:*devtalk.blender.org/t/fields-and-anonymous-attributes-proposal/19450/651 .\n\nThere is a workaround, which is to use a capture attribute node to guarantee that the initial values of the attributes are used for both chains:\n\n\n\n\n[GNbug.blend](GNbug.blend)\n\n\n\n"
] |
Eevee: SSS with black scale results in overblown white color
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40
Broken:
- 2.93.0 Alpha
- 2.93.0 Alpha
Worked:
- 2.93.0 Alpha
In the Subsurface Scattering node [Scale input] or Principled BSDF [Subsurface input].
If you connect a texture to these inputs, it will mostly work as expected, however if the color from the texture (RGB/BW), is the value of 0 (pure black), instead of disabling the SSS, like it would with a number value of 0.0, it will instead display a pure white light, that creates a big box of light when using Bloom.
In Material Preview/Eevee Rendering, add an RGB texture node and plug it into the Subsurface input of a Principled BSDF node.
Set the RGB node's color to black.
Alternatively to an RGB node, take an actual texture and pass it through a ColorRamp node, and slide the black side over, to transition to the light side of the bloom.
[2021_03_13_sss_zero_bloom.blend](2021_03_13_sss_zero_bloom.blend)
| [
"Viewport render gives black background when overlays are turned off.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: \n - 2.92.0 Beta\n - 2.92.0 Beta \nWorked: \n - 2.92.0 Beta\n - 2.91\n\nviewport render gives black background, this happens only when the overlays are turned off.\n\nopen the file, go to view/viewport render image.\n\nthank you\nMax\n\n\n[black_bg.blend](black_bg.blend)\n\n\n",
"Eevee: Volume Sampling for Purely Emissive Shader Behaves Strangely\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.5.0 Alpha\nWorked: perhaps never? (tested until 2.83)\nFor purely emissive shader, increasing sample count will disappear volume shader\n\n- Open attached file\n- Increase sample count in `volumetric` panel\n[eevee_volume_emission_sampling.blend](eevee_volume_emission_sampling.blend)\n[eevee_emissive_volume_sampling-2022-12-01_12.51.17.mp4](eevee_emissive_volume_sampling-2022-12-01_12.51.17.mp4)\n",
"The alpha channel set in Viewport Display settings for an object's material appears as if it's set to 0 when a background image is behind it\nOperating system: Linux x64 (Debian-based)\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti] (rev a)\nNvidia drivers, version: 440.31\nKernel: 4.19.0-6-amd64\n\nBroken: v2.81a and v2.80, downloaded from blender.org as a tar.gz\n\nWhen you change the Viewport Display color for an object to have an alpha channel < 1.0 but > 0.0, then manipulate the scene so that there's a reference or background image behind that geometry, the overlapping area will appear completely transparent (alpha 0.0).\n\n\n1. New scene\n2. Add a cube: Shift a -> Mesh -> Cube\n3. Add an image: Shift a -> Image -> Reference (or background)\n4. Select an image\n5. Position the image behind the cube in the viewport. Select the cube.\n6. In the properties panel, select Material Properties\n7. In the Material Properties panel, select Viewport Display\n8. Change the Color to have an alpha between 0.0 and 1.0, exclusive\n\n**Observed behavior**\nLike the screenshots, the overlapping area allows the background image to completely shine through.\n\nQQxLCpv\n\n**Expected behavior**\nThe object will become uniformly translucent and allow the background/reference image to be partially visible, not make the image fully transparent in the overlap.\n\n",
"Generic Input in a Group Node displays as Grayscale, when it is in fact neutral.\nSolution: \n\n\n\nIn the example above, the only change would be that the socket next to the Input would be empty instead of gray. This would fix the wrong impression that it's a Grayscale input - it's not, it's neutral as Sergey stated.",
"Cycles subsurface handled differently in the diffuse passes\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.1\nWorked: version: 2.93.8\n\nWhen a material has subsurface, the diffuse passes now show a discrepancy in how they are handled compared to versions prior to 3.0.\nIn 2.93, the diffuse color pass for Cycles was similar to Eevee. Now the color pass is brightened even when the subsurface value is low (but nonzero).\n\n|Eevee|Cycles 2.93.8|Cycles 3.1.2|\n| -- | -- | -- |\n||||\n\nTest file:\n[#96967.blend](T96967.blend)\nThis is a part of the [junk shop file from the blender cloud.](5dd6d7044441651fa3decb56)\nThe diffuse color pass is sent to the composite output.\nYou can compare rendering using Eevee and Cycles.\n\n\n",
"Resetting singular values in the Themes disables them\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.5\n\nInstead of globally resetting the default themes, if I use the \"Reset to default\" for a color or a value, it simply puts it to black/0.0.\n[2021-10-27 14-12-52.mp4](2021-10-27_14-12-52.mp4)\n\nGo to themes and right click a color or value.\n[Based on the default startup]\n\n",
"OptiX Denoiser fails with large output resolution (final rendering completely black)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nDuring my final rendering, in 100% resolution, the final rendering is completely black. When calculating the image everything looks normal, I can see the tiles generating normally. Then the final render appears black. The other layers (shadow, OA, etc.) are well rendered. \n\nThis looks to be caused by OptiX failing to denoise a very large final image.\n\nThe example here will attempt to render a 6144x6144px image on an 8gb 1070 and fail during the Denoising step (leaving a completely black image too).\n\nThe original report attempted to render at >10240px (so adjust accordingly if it doesn't happen at first with your GPU).\n\n- Load attached `denoise.blend` file.\n- Attempt to F12 render\n\n```\nI0301 12:53:47.768775 15952 path_trace.cpp:971] Processing full frame buffer file T:\\Temp\\blender_a18956\\cycles-tile-buffer-15716-2377920588664-0-0.exr\nI0301 12:53:49.619309 15952 denoiser_gpu.cpp:51] Creating temporary buffer on denoiser device.\nI0301 12:53:50.388029 15952 device.cpp:669] Buffer allocate: RenderBuffers, 2,868,903,936 bytes. (2.67G) in device memory\nI0301 12:53:50.995292 15952 device_impl.cpp:80] using cuda device \"NVIDIA GeForce GTX 1070 with Max-Q Design\" (6.1), buffers: fp16, Winograd convolution, rt v11060\nI0301 12:53:52.356184 15952 device.cpp:669] Buffer allocate: __denoiser_state, 2,999,350,016 bytes. (2.79G) in host memory\nI0301 12:53:52.356184 15952 device_impl.cpp:80] layers created for resolution 4352 4352, inp 8, outp 3\nE0301 12:53:52.356184 15952 device_impl.cpp:74] copy of converted weights failed (CUDA error string: invalid argument, CUDA error code: 1)\nFailed to set up OptiX denoiser\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nE0301 12:53:52.356184 15952 denoiser_optix.cpp:577] OptiX denoiser configuration has failed.\n\n```\n\nVerbose 5 logs attached.\n\n",
"UV Editor has no 'View Overlay' Theme option\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.0.0\nBroken: 2.90, 2.91, 2.92, 2.93, 3.0 used something else (black in my case)\nWorked: 2.83\n\nThe UV Editor theme does not have a `View Overlay` option. So the color of the scale operation widget, for example, can only be edited in the 3D View.\n\n3D View:\n\n\nUV editor:\n\n\n- Go to `Preferences > Themes > 3D Viewport` and change the color in `View Overlay`\n- In the 3D View press `S` - see the color of the widget\n- In the UV Editor press `S` - compare the color\n\nSee youtube to tell you: A9RUxR1QmYI",
"Weight paint vertex select difficult to see (depends on surface color)\nThis is an issue since 3.2x\n\n**Short description of the issue**\nVertex selection is difficult to see in some cases, depending on the surface color.\n\nChanging the view-port shading \"Color\" can make the unselected vertex color match the selected vertices color.\n\n<video src=\"attachment\" title=\"screenshot.webm\"></video>\n\n**Exact steps for others to reproduce the issue**\n- Open attached .blend file.\n",
"Eevee randomly causes system to crash when rendering\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 (8GB memory)\nCPU: Intel Core i9 9900k\nRAM: 32GB DDR4\n\nBroken: 3.0.0\n\n\nI'm new to Blender and currently trying to switch from my usual C4D and Redshift workflow, just to let you know.\n\nI have a fairly simple scene with a 250 frame animation. Everytime I render the animation with Eevee as a .png sequence with an .exr file for the layers, the process causes my system to crash.\nThe amount of samples seems to correlate with the amount of frames I'm able to render before failure. So I guess it might have something to do with memory.\n\nI'm not sure how that can be as more complex scenes never failed me before using Redshift as a render engine.\n[ocean_final.blend](ocean_final.blend)\nThe scene makes use of a lot of volumetric light and I also calculate the bloom.\n\nThere aren't a lot of vertices involved in the scene, but I'm not sure how I can display a value to give you here.\n\nAll drivers are up to date and I also reinstalled Blender.\n\nNot sure, but I attached the .blend file as well as logs created in debug mode.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)",
"EEVEE: Alpha Blend + Show Backface material is out of focus.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn EEVEE when the DOF is on, and the focus is on the glass object, it is blurred.\nOnly when you set the focus on an object that can be seen through the glass, it becomes sharp.\n\nI set up a simple animation in the blender file, where the camera's DOF is fixed on the glass ball, and the background moves forward and backward.\nFocus is only caught when the background overlaps with the ball.\n\n- Open Attached File\n- disable and enable`Show Backface`\n[focus bug.blend](focus_bug.blend)\n\n",
"Viewport material is darker than the rendered version\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 10.18.14.5067\n\nBroken: version: 2.82 (sub 3)\nConfirmed in 2.81 release\n\n\nThe material consists \na transparent shade mixed with a translucent shade, mixed with an emission shade with\nfrenel node multiplied with a noise texture as the factor\n\nThe sample sizes are the same\n\nJust render\n\n\n[necro_core_reduced.blend](necro_core_reduced.blend)",
"Eevee: Rendering particle hair results in plain white pixels \nOperating system: GENTOO Linux, updated daily\nGraphics card: NVIDIA Corporation TU106 High Definition Audio Controller (rev a1)\nGraphic driver: x11-drivers/nvidia-drivers-460.67\n\n**Blender Version*\"\nBroken: after blender-2.93.0-8f2c3c63e970-linux64\nWorked: before and including blender-2.93.0-8f2c3c63e970-linux64\n\nPlain white pixels when rendering particle hair (Eevee viewport/render)\n\nLoad attached blend file. Make sure to be in orthographic mode. Viewport-render \nwith Eevee. Render using camera of scene.\nI both cases a lot of plain white pixels appear in the hair.\nWhen changing to perspective mode, only pixels perpendicular to\nthe view (viewport or camera) are effected.\n[HairRoughnessProblem.blend](HairRoughnessProblem.blend)\n\n\n\n\n\n",
"Eevee: Principled volume shader set on Geonodes Volume Cube node gives unexpected result \nOperating system: Linux 5.10.117-1-MANJARO\nGraphics card: AMD ATI Radeon RX580\n\n**Blender Version** \nBroken: 3.3.0 alpha\n\n\nPrincipled volume shader in eevee creates an additional layer of density on volumes created by Volume Cube node. Volume scatter and Volume Absorption work as expected, as does rendering on cycles. One thing of note is that the unwanted cube maintains its position when changing the bounds of the volume cube.\n\n\nCreate volume on geometry nodes with Volume Cube node, set density to 0. Add principled volume material with non-zero density. With appropriate eevee volumetric settings, the effect should be apparent.\n\n\n[smoke_bug.blend](smoke_bug.blend)",
"EEVEE: Add support for area light beam spread\nThis feature is already present in Cycles and should be fairly easy to implement as part of `light_attenuation` function.\n\nIt is still unknown if the cycles code can be reused or if we require a different approach.\n\n"
] | [
"using sss on a material causes weird white artifacts.\ntitle. \n\nrendering with bloom blows the screen totally white.\n\nhappens mostly with existing scenes, but this was made in 2.93.0\n\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92 {[F9884057](Aidan_bug.blend)}(newest version of Blender that worked as expected)\n\n\nusing sss causes white artifacts, addng bloom blows the scene white\n\nswitch to rendered view.\n\n\n"
] |
First letter of text strings flickers when text is truncated
Operating system: macOS 10.14.3
Graphics card: AMD Radeon R9 M395X 4096 MB
Broken: Blender 2.8 beta Feb 8th
Worked: Blender 2.79
This is just a visual glitch.
The first letter of text strings flicker when text is truncated. Mostly visible in the Properties Editor.
Open Blender and make the Properties Editor narrower. As the text starts to get truncated, the first letter will flicker.
Examples:



The problem seems to be more pronounced with retina resolutions. If you don't have a retina display, you can test with Resolution Scale set to 2x in Blender's Preferences. | [
"UI: Headers and status text display\nTask as follow up of: 92844#issuecomment-924488\n\n## Situation\n\nIn 3.0, the order of the header and toolbar was flipped, to follow a more hierarchical order (first mode and top menu items, then tool settings for that mode).\n\nOne issue that arised was that there could be modes on which the header is emptier than the toolbar, so if the header is transparent, there would be dangling icons (image by Harley):\n\n\nTo fix that (and other issues), the header was removed from \"Region Overlap\", which removes transparency, as mentioned on #92844.\n\nThe other issues have been solved since, so it could be possible to bring transparency back. The issue now is that on transform, the header area gets replaced by certain info on coordinates or settings of the operator being executed (`ED_area_status_text`).\n\n\n\n## Possible Solutions\n\n1. Do not change the transparency of the header when `ED_area_status_text` replaces its content. Fixed in [UI: Header Status Text Changes #111676](111676)\n2. Move the status text somewhere else.\n\nThe status text could be moved to:\n1. Info text on the bottom-left. Makes sense since it's closer to the area where the redo panel shows up, and (usually) closer to the status bar where instructions are present. Mockup by Julien Kaspar.\n \n\n2. Footer (see [attached video](https://projects.blender.orgattachment) for a quick hack demo). This has many issues on its own.\n \n\n3. Info Text on top-left. Main argument against this in the past was that the text could be long, but that's no longer the case since long descriptions go to the status bar since 2.8\n \n\n4. Near the cursor as you move. Similar to the Measure tool.\n \n\n5. Somewhere else in the viewport.\n\nI wish we could quickly prototype some of those options, especially number 3.\n\n\n",
"Trembling when selected cube in edit mode\nOperating system: MacOS Sierra - Versione 10.12.6\nGraphics card: NVIDIA GeForce GTX 680MX 2048 MB\n\nBroken: 2.83.0 (2020-06-03), 2.90 (2020-06-12)\nWorked: 2.82a\n\nA strange flicker happens when I select the faces of the cube.\n\nI select the cube.\nI change the visualization in Edit Mode.\nI set select mode to Face.\nI select the faces of the cube but they do not remain selected instead, a strange flicker of the object occurs. Here a video example:\n\n[blender_283_bug.mp4](blender_283_bug.mp4)",
"VSE UI Regression: Text of transformed strips is colliding with text of non transformed strips\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\n\nDrag a strip over another strip:\n{[F10136750](text_overlap.gif),size=full}\n\nThis is 2.49:\n{[F10138081](2-49.gif),size=full}",
"Text moving in status bar\nOperating system: Linux-5.15.4-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.0.0 Release Candidate\n\n\nText moving in status bar when moving camera in viewport. \n\nEnable Scene Statistic in Status Bar Preferences. Move camera in Viewport.\n\n[2021-11-30 11-21-38.mp4](2021-11-30_11-21-38.mp4)\n",
"UI: 'use_property_split' w/ right alignment cuts off property text\nOperating system: Linux-5.8.7-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 660M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Beta\nBroken: version: 2.90\nWorked: 2.83\n\nThe text of properties gets cut off when defining a UILayout with `use_property_split` set to true and\n`alignment` is set to something other than `EXPAND' for some layout types, e.g. rows.\n\n* Install and enable the provided test addon.\n* Open the test panel in Properties > Scene\n\n[prop_text_bug_example.py](prop_text_bug_example.py)\n\nThis is possibly a regression from 219049bb3b.\n\nNote: the test addon uses a checkbox property, but the bug is also observable with whatever property type `scene.background_set` is.\n\n\n{[F9553881](image.png) size=full}\n```\n layout = self.layout.row()\n layout.use_property_split = True\n layout.alignment = 'RIGHT'\n layout.prop(context.scene, \"use_gravity\")\n```\n",
"Themes: Spreadsheet Editor \"Region Text Highlight\" setting does not work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nIn the spreadsheet editor the leftmost element where you can select the different contexts is called \"region\".\n\n\nThe text color is controlled by the \"Region Text\" property.\nThe text highlight color seems to be hardcoded to black, even though there is a \"Region Text Highlight\" setting.\n\n",
"Text editor undo system, undo step limiting behavior\nCurrently having a linear undo stack has a limitation which is most obvious with text undo.\n\nTyping a character uses a single undo step, meaning if you are working in 3D sculpting for eg, then type a short paragraph over 32 characters - you'll loose all your undo steps.\n\nProposed solution is for undo systems to support counting their undo steps separately, so text editing operations wouldn't use up undo steps for edits in other modes.\n",
"Next/Previous Keyframe breaks when \"Show Only Selected\" is disabled\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha, branch: master, hash: `60a9703de8`\nWorked: never, 2.79 also had this problem in a way (but slightly different due to limitations of its dope sheet). 2.83 has the exact same problem described here.\n\nNext/Previous Keyframe ( {key up} and {key down} in the dope sheet) do not jump to the next/previous key **shown**, but to the next/previous key of the **active object**.\n\nIn other words, it sort of works as if \"Show Only Selected\" is always enabled, but then even more strict, only responding to the keys of the active object. This can probably be tracked down to the dope sheet only showing animation data of the active object back in the old ≤2.79 days.\n\n1. Open the attached blend file.\n2. See that the current frame is set to frame 1.\n3. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n4. See the message \"No more keyframes to jump to in this direction\". *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n5. Click on the Cube to make it active + selected.\n6. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n7. See that it jumps to frame 10, which is the next keyframe in the Cube's animation. *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n\n\n\n[next-prev-keyframe-selection-issue.blend](next-prev-keyframe-selection-issue.blend)",
"Trackpad scrolling is too sensitive in Text Editor\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.6.1\nWorked: never\n\n\nIf you scroll very slowly, nothing happens, deltas that give an offset of less than one line/character are simply discarded and not accumulated. The minimum possible scrolling is too fast, this jumps several lines at once and it's impossible to stop at the desired one.\n\nOne of the possible solutions can be seen here: D9552. This makes the scroll speed match the speed in other Blender editors, and other macOS applications as well.\n\nAnother solution could be to use a smooth scroll like with the MMB.\n\n",
"Soft Body collides with Rigid Body in their initial position of the animation\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1\n\nI have an animation with a Rigid Body (blue balloon in the blend file) which collides with some Rigid Body (the letters H and T in the blend file).\n\nWhen you play the animation in the blend file, notice that the blue Soft Body balloon bounces on the Rigid Body objects (the letters H and T), but it does so in the INITIAL position of these letters. It's clearly visible from frame 38 and onwards.\n\nI wouldn't expect the blue Soft Body balloon to bounche on the Rigid Body letters before it's actually hits them.\n\nOpen the attached blend file, go to Layout tab, and play the animation.\n[TextBug.blend](TextBug.blend)",
"Light of 'Area' type lamp presents artifacts when placed at great distances\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: versions: 3.1 to 4.0a \n\nArtefact's appearing with bigger Arean Light distances and spread angle 0.1 to 20~ \n(Like for space scenes with bigger distance Area lights for better sun effects...)\n\nJust open one of the files or follow the image below to set up the light.\n\n",
"Graph Editor menu item Key -> Clean Channels and Key -> Clean Keyframes have the same descriptive text\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: none\n\nThe graph editor menu item Key -> Clean Channels and Key -> Clean Keyframes have the same descriptive text when they do two different things.\nKey -> Clean Channels help text should be changed to Clears keyframes on channels that have default values.\n\nCreate some animation on the default cube\nopen the graph editor\nselect the curves\nChoose the Key menu\nHover over the Clean Channels and Clean Keyframes menu items to see the text.\n",
"Geometry nodes/Text Object: negative space character width\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0 Alpha \n3.3.1\n2.79b at least with Text Objects.\n\nWhen I have zero word space and character space, the size of space-character is negative.\n{[F13938068](изображение.png) size=full}\n[2022-11-17_23-59-38.mp4](2022-11-17_23-59-38.mp4)",
"Can't type tilde (~) in text editing mode - Blender enters fly/walk navigation immediately\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\nOS Language: Brazilian Portuguese\nKeyboard layout: United States (international)\n\nBroken: version: 2.90.0\nWorked: don't know\n\nUsing the `ENG` layout the tilde (~) is in this position on the keyboard:\n\n\nIt can be entered by pressing {key Shift `}.\nHowever, this is the shortcut of another operator:\n\n\nThis conflict causes the `VIEW3D_OT_navigate` operator to run instead of the `FONT_OT_text_insert`.\nPressing {key Shift `} (grave accent) enters into fly/walk navigation even when in text editing mode. This makes it impossible to type letters with tilde (i.e. \"**ã**\") directly into Blender.\nThe workaround for now is typing the text I need in another program and then pasting into Blender.\nThis is quite annoying, specially for someone who speaks another language, or has the tilde in his name, even if one uses the English user interface.\nThis bug might be related to #66607.\n\n\n - Open Blender with a new file.\n - Add a text object.\n - Enter text mode ({key TAB}).\n - Press {key Shift `}\n\nThis enters the fly/walk navigation mode immediately, instead of registering the tilde deadkey.\n\n",
"Object Font does not respect Text Offset X/Y\nOperating system: Linux-5.10.96-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 2.93.7 Release Candidate\nWorked: ?\n\nObject Font respects all of the text-placement features (character, word, line spacing, size, text-box size and text-box offset), but it does not respect simple Offset X/Offset Y.\n\nOpen the .blend file, fiddle with the values, and observe.\n(Of note: it also doesn't respect the 'Shear' feature, but I don't think this is a bug.)\n[text_bug_2.blend](text_bug_2.blend)\nThanks.\n\n"
] | [
"UI: First Letter invisible/truncated\nMacOS 10.14.3\n2017\n27\"\n5K\n\nBlender 2.80\n"
] |
When i export FBX it have error. WinError 233
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77
Broken: version: 3.1.0
When i export FBX it have error. WinError 233
This is my system info [system-info.txt](system-info.txt)
| [
"It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?",
"Double backslashes in log message when installing an addon (Windows)\nMessage in the info window after installing addon:\n```\nModules Installed () from '[...]\\\\src\\\\blender_export_ndh.py' into '[...]\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.92\\\\scripts\\\\addons'\n\n```\n\nBlender 2.92.0, Windows 10",
"Unable to execute Toggle Edit Mode - error changing modes\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.1.0 Alpha\n\n\nIt happens when I try to toggle to Edit Mode on second scene if first scene has edit mode a object\n\n\n\n1) Open file\n2) Select scene \"Scene.001\" and try to toggle to Edit Mode\n3) Get a error\n\nIt is issue or planned (user) error? Getting the error don't full inform an user. Why the error happens? A user may be confused :)\n\nP.S. For fix the error need in scene \"Scene.002\" to disable Edit Mode and than can be to switch to edit mode in \"Scene.001\"\n\n[edit-mode.blend](edit-mode.blend)\n",
"Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n",
"Cycles glass BSDF: Differences between CPU, CUDA and OptiX for contact cases\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: TITAN RTX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nCycles gives different results for CPU, CUDA and Optix when a glass BSDF is in contact with a plane. This is particularly problematic in hybrid rendering where titles rendered by CPU and GPU become visible.\n\nCPU:\n\n\nCUDA:\n\n\nOptiX:\n\n\nCPU + Optix:\n\n\nNotes:\n- In the attached file, the glass cube is in prefect contact with the plane. Moving the plane by 0.0001 m in Z direction (in either direction) appears to solve the issue. This therefore seems to be related to differences in the way perfect contact is handled by GPU and CPU.\n- CUDA and OptiX give different results in render and preview.\n\nSee attached blend file: [CPU-CUDA-OPTIX glass shader bug.blend](CPU-CUDA-OPTIX_glass_shader_bug.blend)\n\n",
"No Exit Temp file created when accidentally exiting steam.\nDon't think this is related in any way but i have\n8GB ram\n850m\n1tb hdd\ni7 4770\nMSI GE70 apache\n\nblender 2.77\n\nCreate a scene in blender exit steam and no exit file created, exit blender and exit file created.\n\nCreate a scene in blender exit steam and no exit file created, exit blender and exit file created.\n",
"Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)",
"Cycles: GPU Optix kernel loading with Bevel/Ambient Node.\nXMGNEO17 Laptop AMD Ryzen9 5900HK Radion.\nOperating system: Windows 11 Home. 21H2\nGraphics card: Nvidia Geforce RTX 3080 Laptop GPU. 16 GB VRAM.\n\nBlender 3.2-3.4 show the error. Blender 3.1 and before not.\n\nThe error happens when ever an Ambient Occlusion or Bevel Node is used and connected in a shader and GPU option OPTIX is enabled for rendering in Cycles. It does not happen with CUDA or CPU.\nBlender will start render process and stops with the line: Preparing for rendering, this can take time.. etc. At that point the UI is still working, but will freeze after trying to cancel rendering. Blender can only be forced to shut down. Scene changes are lost. \n\nThe but is very simple to reproduce:\n1. Open Blender and apply a shader to the cube. \n2. Add a bevel/Ambient node to the shader and connect it to any input. Doesn't really matter which.\n3. Enable Optix in the preferences and set cycles as render. Make sure its set to use GPU.\n4. Switch viewport to preview render.\n5. Blende will stop preparing the scene and won't move further. Its UI is still reacting until trying to stop the process.",
"Error during connection custom sockets to group input / output nodes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: 2.93.0\n\n\nMy guess is that this is relevant to connecting custom (Sverchok) sockets because connecting standard color socket does not caus the error in a console.\n\n```Code marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-v293\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:441 in write_node_socket_default_value.```\n\nCan't help but report with such the invitation))\n\n1. Download sverchok add-on\n2. Add a node group\n3. Connect any node to group input / output nodes\n\n[2021-06-03 16-45-28.mp4](2021-06-03_16-45-28.mp4)\n",
"USD: Attribute import warnings and errors\nBroken: latest master branch\n\nAttempting to read certain USD attribute types generates warnings and errors in cases where conversion should be possible\n\nReading the attached `read_attribs_test.usd` (originally provided by @Bone-Studio) generates the following warnings and errors. Although it's to be expected that some attributes can't be handled (e.g., non-array floats and ints), it seems like we should be able to convert point3[hfd] and perhaps string arrays.\n\n> Error: Generic primvar primvars:dopobject: invalid type string[]\nWarning: Unsupported type string for mesh data\nWarning: Unsupported type string for mesh data\nWarning: Unsupported type int for mesh data\nWarning: Unsupported type int for mesh data\nWarning: Unable to get array values for primvar primvars:neighbors\nError: Generic primvar primvars:orient: invalid type quatf[]\nError: Generic primvar primvars:patchname: invalid type string[]\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nError: Generic primvar primvars:target_path: invalid type string[]\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\n\n",
"GPU: Workarounds and Device Features checks becoming obsolete\nBlender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms.\n\nThis issue contains a list of features, workarounds that we should revisit.\n\n* `shader_draw_parameters` In Vulkan these seems to be supported even on low end devices (displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan.\n* `compute_shader_support` is required for workbench-next\n* `shader_storage_buffer_objects_support` is required (#112572)\n* `shader_image_load_store_support` is required. \n* `clear_viewport_workaround` should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago.\n* remove `--debug-gpu-disable-ssbo` as SSBO's are required. (#112571)\n\n",
"stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close",
"Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n",
"Frequent render crashes in 3.5\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nI've been encountering a lot of crashes in 3.5 when rendering in the background. Meaning I start a rendering, and move over to something like a browser. At random time Blender 3.5 just crashes. I've included a crash log file.\n\n\n",
"FBX vertex parent to curve export crash (python acces to matrix_local issue / 'give_parvert' misses curve_cache)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.72\n\nBroken: version: 2.81 release\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nBlender crashes when trying to export mesh that is vertex parented to curve\n\n\n\n1. Create mesh and curve\n2. Vertex parent mesh to curve control point\n3. Export mesh\n[crashb.mp4](crashb.mp4)\n\n\n\n"
] | [
"OSError: [WinError 233] No process is on the other end of the pipe\nOperating system: Microsoft Windows 10 Home\nGraphics card: Radeon RX 5700XT\n\nBlender 2.93.9\n\nAfter installing the cat add-on I have received the following error when attempting to import FBX models:\n\n\n\n```\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.2\\3.2\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 200, in execute\n if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.2\\3.2\\scripts\\addons\\io_scene_fbx\\import_fbx.py\", line 2416, in load\n print(\"FBX version: %r\" % version)\nOSError: [WinError 233] No process is on the other end of the pipe\n```\n\n- Install the cat add-on and enabled it (Blender shows error)\n- Attempt to remove it (Blender shows error)\n# Attempt to import FBX (Blender shows error)\n\n[Python Error.blend](Python_Error.blend)",
"fbx traceback error\neverytime when i try to import a fbx it says this error \n\nPython: Traceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 3.2\\3.2\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 200, in execute\n if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:\nFile \"C:\\Program Files\\Blender Foundation\\Blender 3.2\\3.2\\scripts\\addons\\io_scene_fbx\\import_fbx.py\", line 2416, in load\n print(\"FBX version: %r\" % version)\n```\nOSError: [WinError 233] No process is on the other end of the pipe\n\ni dont really know what to do i tried looking in the file but idk what to change or do.\n\nplease tell me help me out on this . thanks \n\nalso im running 3.2.1 version of blender",
"Error: no process is on the other end of the pipe\nOperating system: Windows 10\nGraphics card: GTX 1660ti\n\n\nIm having this issue for a long time, it dtarted in Blender 2.9 and now Im in Blender 3.3 and the error still going. It happens when I try expoting something in FBX, or trying to use the addon Node Wrangler, I´ve reinstalled Blender hundred times and it still stay.\n\nThe error in the image its when i try exporting something in FBX. Also trying the blender factory settings doesnt work.\n\n\n",
"Error importing FBX \nOperating system:\nGraphics card:Nvidia GTX\n\n**Blender Version** 3.2\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n**Short description of error** When i try to export or import FBX files it says me that i have some strange mistake:\n\nPython: Traceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 3.4\\3.4\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 207, in execute\n if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:\nFile \"C:\\Program Files\\Blender Foundation\\Blender 3.4\\3.4\\scripts\\addons\\io_scene_fbx\\import_fbx.py\", line 2423, in load\n print(\"FBX version: %r\" % version)\n```\nOSError: [WinError 233] С обоих концов канала отсутствуют процессы - this means from my language ''from both Channels no signals coming please help me \n\n\n**Exact steps for others to reproduce the error** I don't know(( I guess it's only my problem(([NO FBX.blend](NO_FBX.blend)\nBased on the default startup or an attached .blend file (as simple as possible).",
"i need help\nPython: Traceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 3.3\\3.3\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 198, in execute\n if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:\nFile \"C:\\Program Files\\Blender Foundation\\Blender 3.3\\3.3\\scripts\\addons\\io_scene_fbx\\import_fbx.py\", line 2420, in load\n print(\"FBX version: %r\" % version)\n```\nOSError: [WinError 233] No process is on the other end of the pipe\n\n\nhow fix plez\n",
"Need help to fix Blender script error when I try to enable/disable/remove/install add-ons and when trying to import or export models \nSo i use blender 3.0 and and quixel bridge for importing textures and assets and one day quixel blender integration updated when I opened quixel bridge and then from that day whenever I try to enable extra add-ons in blender say if it's rigacar or boxcutter or mixamo they all show error . So i thought it's the problem with blender 3.0 then i went to other versions and they have the same issue . And i tried factory resetting blender .... Reinstalling blender ...... Deleting appdata and none of it is fixing the problem. Today i finished modeling a mjolnir and i was trying to export it in fbx format to use in substance painter and then again it's showing error for exporting now . Is there any way to fix this annoying error i don't know what to do besides reinstalling windows now . Can anyone help me to fix this problem",
"broken blender\n{meme, src=bigbadbugreport, above=\"GOOFY AHH BLENDER\", below=NOOOOOOOOOOO}\n\nI just make sonic stuff but there's blender error stuff\n\n\nerror stuff:\nPython: Traceback (most recent call last):\n```\nFile \"C:\\Users\\hayli\\Downloads\\blender-2.93.7-windows-x64\\blender-2.93.7-windows-x64\\2.93\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 216, in execute\n if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:\nFile \"C:\\Users\\hayli\\Downloads\\blender-2.93.7-windows-x64\\blender-2.93.7-windows-x64\\2.93\\scripts\\addons\\io_scene_fbx\\import_fbx.py\", line 2385, in load\n perfmon.step(\"FBX Import: start importing %s\" % filepath)\nFile \"C:\\Users\\hayli\\Downloads\\blender-2.93.7-windows-x64\\blender-2.93.7-windows-x64\\2.93\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 187, in step\n print(\"\\t\" * self.level, message, sep=\"\")\n```\nOSError: [WinError 233] No process is on the other end of the pipe\n\nlocation: <unknown location>:-1\n\nbpy.context.area.ui_type = 'INFO'\n\n\nplease I need your help!",
"Can't export file into obj\nOperating system:\nGraphics card:\n\nBroken: blender version 3.0.0\n\n**i can't export my file into obj**\n\nthis is what the error said:\n```\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.0\\3.0\\scripts\\addons\\io_scene_obj\\__init__.py\", line 378, in execute\n return export_obj.save(context, **keywords)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.0\\3.0\\scripts\\addons\\io_scene_obj\\export_obj.py\", line 770, in save\n _write(context, filepath,\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.0\\3.0\\scripts\\addons\\io_scene_obj\\export_obj.py\", line 677, in _write\n with ProgressReport(context.window_manager) as progress:\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.0\\3.0\\scripts\\modules\\bpy_extras\\wm_utils\\progress_report.py\", line 65, in __enter__\n self.update()\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.0\\3.0\\scripts\\modules\\bpy_extras\\wm_utils\\progress_report.py\", line 98, in update\n print(\"Progress: %6.2f%%\\r\" % (steps_percent,), end='')\nOSError: [WinError 233] No process is on the other end of the pipe\nlocation: <unknown location>:-1\n```",
"Exporting to .fbx file format - error\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.44.56.230407\n\nBroken: version: 3.6.1\n\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 661, in execute\n return export_fbx_bin.save(self, context, **keywords)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3514, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3378, in save_single\n print('\\nFBX export starting... %r' % filepath)\nOSError: [WinError 233] No process is on the other end of the pipe\n\n\nSo I made a cute cat in blender and I tried to export it to a .fbx file format to upload it on Sketchfab but whatever I did it showed me the error massage above.\nI googled the problem and I could figure out what the problem was.\nI only used Texture Paint mode.\nI have UVs in all my meshes/objects.\nI tried factory settings on a new .blend file and seemed to work. But when I turn on a new add on the error keeps occurring. I also tried to uninstall and reinstall Blender but nothing. I then couldn't export even with factory settings.\n\n",
"meus modelo 3d não esta funcionando\n\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 3.3\\3.3\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3223, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 3.3\\3.3\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3096, in save_single\n print('\\nFBX export starting... %r' % filepath)\n```\nOSError: [WinError 233] Não há processo no outro extremo do pipe\n"
] |
Instant Crash activating Cycles GPU Rendering on OSX with AMD Radeon Pro 580
Operating system: macOS-13.2-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51
Broken: version: 3.5.0 Alpha
I use the dailey build, self-compiled, but also in the dailey build from blender.org
Sine some days I get an instant crash when I activate GPU for Cycles and click render. Worked before without any problems. Tested it with Metal Viewport off (deleted Prefrences) or on. The Metal Viewport itself works.
Default scene
Go to Render settings
Set Cycles with GPU Rendering
Click Render => Crash
| [
"Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n",
"The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n",
"Cycles GPU Out of memory in viewport Metal Backend\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 560X 1.2\nAdditional Hardware : eGPU Razer Core X with AMD Radeon 5700 XT\n\nBroken: version: 3.6.0\nWorked: version 3.3.8 \n\nGPU Out of Memory in cycles with a simple scene one object and one Sun Light\n\nLoad Scene \nSwitch to render mode \nNavigate in the scene in rendered mode changing the view, after some pan and zoom the error gpu memory error is showed and blender crash. \n\nSame scene in blender 3.3.8 is working fine.\n\nBlender 3.6.0 is using 11.55 GB of Memory\nBlender 3.3.8 is using 566 MB of Memory with the same scene in rendered mode.\n\n",
"Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n",
"Cycles GPU rendering is broken on Apple M1/macOS Ventura\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.3.0 Release Candidate\nWorked: 3.2.2\n\nCycles GPU rendering is broken, CPU rendering works as expected.\n\nCycles - CPU:\n\n\nCycles - GPU Compute:\n\n\n1. Create any scene\n2. Switch Cycles to GPU Compute\n[simple_test.blend](simple_test.blend)\n",
"Blender freezes with Metal render device\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.5.0\nWorked: None\nAlso Tested: 3.5.1 RC (April 01, 01:59:41, `6fa464d18971`)\n\nBlender freezes after a few seconds when I enable the Metal Render Device in Preferences, switch to Cycles with GPU Compute and switch Viewport Shading to Rendered.\n\n1. **Do not** delete the default cube\n2. Switch to Metal (GPU) Cycles Render Device in Preferences > System\n3. Set GPU Backend to Metal\n4. Switch Render Engine to Cycles and device to GPU Compute\n5. Switch Viewport Shading to Rendered\n6. Wait for Cycles to compile shaders\n7. Look around for a few seconds\n8. Blender Freezes\n\n",
"Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n",
"just activating osl, without using it, makes any render 3 to 4 times slower\nWin7 x64\n\nBroken: 2.76b\n\nTake any prodution render with CPU, just activate osl in the render tab, it will render \" to 4 time slower, without using it in the scene. Compared to GPU render wich is already 5 times faster than a cpu render, it is = 15 to 20 times slower. OSL is unusable with this bug. Note that other renderer with OSL don't have this speed hit.\n\nWith CPU and 16x16 tiles, render this scene: pabellon_barcelona_v1.scene_.zip\nthen just activate osl, render again and compare times. although there isn't any use of OSL in the scene, the render times crawls down.\n(you can also lower the samples to 10 to make it faster for both render)",
"Metal Viewport flickering on interaction\nOperating system: Mac OS Monterey, Version 12.6.2\nGraphics card: Apple M1 Max, Mac Book Pro 16 inch 64 GB, LG Ultra Fine Display as secondary monitor\n\nBroken: 3.5.1 release candidate\nWorked: 3.4 with Open GL does not have these issues\n\n\nWhen interacting in the viewport say moving a camera the viewport flickers. Also when adjusting shaders in a cycles window the viewport also flickers depending on the speed of the interaction. Evee viewport does not have this issue, but solid render does\n\nBased on supplied file Look through camera and split the viewport in two. Left side has cycles rendering turned on. Change the default renderer from Eevee to Cycles and change to GPU compute. Rotate camera with the empty and cycles view on left flickers. Next select cube and change the shader colour from pink to any other colour you like. Again viewport flickers like crazy.\n\n",
"Metal Backend causes UV editing to glitch out, crash Blender\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1, 3.6.3, 4.0 alpha\n\nTrying to do UV editing with the Metal backend causes unexpected UI behavior. Islands will glitch out, disappear, randomly stretch and contort, or Blender will crash entirely. It makes Metal useless for work and requires a switch to OpenGL to have expected performance. This happens on my M1 Air, M1 Pro MacBook Pro, and M1 Max Mac Studio. They all had to be switched back to OpenGL.\n\n<video src=\"attachment\" title=\"error.mov\" controls></video>\n<video src=\"attachment\" title=\"Screen Recording 2023-09-09 at 5.50.49 PM.mov\" controls></video>\n\n- Open the included Blender file with Metal backend\n- Make sure the 3D viewport has either Material Preview or Rendered View enabled.\n- Start UV editing on the `Azumi` object (go to Object Mode > Select the Azumi object > go to UV Editing Workspace)\n- Zoom, pan, scale, rotate...\n\nIt'll happen eventually.\n\nEDIT: This issue seems to stem from having multiple UV Maps on the model somehow. If the additional UV Maps are removed, the issue stops occurring.\n\nEDIT 2: Further digging seems to show that it specifically has to do with the texture atlas expression swapping using the UV Map and Mapping Nodes in the \"Colors.001\" material. Clearing the field in the UV Map node also immediately resolves the issue.\n\nI've attached two screen recordings of some of the behavior, as well as the error log when Blender crashed, and the file I'm working with.\n\nEDIT 3: Uploaded a simple test file with just a cube using the same material setup as my character file. It exhibits the exact same behavior.",
"Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)",
"Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n",
"Realtime Compositor - Crash on Mac when using Map UV node\nOperating system: macOS Ventura 13.3.1\nGraphics card: AMD Radeon Pro 5700 XT 16GB\n\nBroken: 3.6 alpha cef128e68af5 (2023-04-13 16:06)\n\nConnecting a Map UV node in Compositing will crash on macOS\n\nIn Blender's startup scene, enable Compositing by checking \"Use Nodes\".\nConnect a Map UV node between the Render Layers node and the Composite node.\nIn a 3D view, turn on Rendered viewport and set Viewport Compositing to Always.\nThis will crash (100% reproducible).\n\nPlease contact summary if more information is required.\n\n",
"Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n"
] | [
"3.5.0 crashes on Mac Pro Intel with AMD GPUs on Cycles / GPU Compute (macOS Monterey)\nOperating system: macOS Monterey 12.6.3 (21G419)\nGraphics card: AMD FirePro D500 3 GB (x2)\n\nMac Pro (Late 2013)\n2,7 GHz 12-Core Intel Xeon E5\n64 GB 1866 MHz DDR3\nAMD FirePro D500 3 GB (x2)\n\nBroken: 3.5.0, c7456272b197, main, 2023-02-12\nWorked: 3.5.0, b642dc7bc7d8, master, 2023-02-06\n\n**First build that produces the crash is 8703db393bfb from 2023-02-07**\n\nBlender crashes on render and viewport on Cycles when GPU Compute enabled.\n\nLaunch Blender on default cube scene\nGo to Render Properties and select Cycles and GPU Compute\nChange Viewport Shading to Rendered... crash.\n\nSame if you try to Render the scene (with any Viewport Shading other than Rendered)\n\n)\n\n\n\n\n\n[blender_error.txt](attachment)\n\n"
] |
armature and bone problem on intel
Operating system: Windows-10-10.0.16299 64 Bits
Graphics card: Intel(R) HD Graphics Intel 4.0.0 - Build 10.18.10.5069
Broken: version: 2.80 (sub 75)
Worked: (optional)
cant select bones and armature in any modes .it can only be selected by circle select tool
try to slelect bones and rigify armatures without .only the hip bones can be selected{[F7638524](armature.blend)}
[armature.blend1](armature.blend1)
[armature.blend](armature.blend) | [
"Unselected nurbs vertices occlude selected ones\nBroken: 2.80 , 2.92\nWorked: 2.79\n\nCan't select Nurbs Sphere's top points with simple left click. It's only selectable with box selection.\n\n\nAdd nurbs sphere\nEdit mode\ntry to left click select the central top points.",
"Some bone animations break upon performing unrelated actions\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unsure\n\nI have noticed that sometimes, doing random actions will break existing working animations in a blender project, but only for some bones. I'm not even sure what random actions will cause this - I've always had to resort to just loading from the last saved version. However, I do have a way to reproduce this issue almost 100% of the time really easily:\n\n*Open this blender file:\n*Select the armature (It's called \"Armature\")\n*Open the action \"Reload\" in the action editor\n*Play the animation, see that it is working\n*Now, turn on or off the fake user save toggle button (the shield icon)\n*Play the animation again, notice how the wrists no longer move, but everything else still moves.\n\n[template.blend](template.blend)\n\nThis can also be prevented by:\n- open file\n- select the armature (It's called \"Armature\")\n- go to posemode\n- select all bones\n- go back to objectmode \n- continue with the steps above (\"*Open the action \"Reload\" in the action editor\")\n- bug does not occur\n\nNote this does not have to be the the fake user save toggle button (the shield icon), e.g. toggling Manual Frame Range in the Action Editor triggers this, too\n\nworkaround (until this is fixed for good):\n\n- go to posemode\n- select all bones\n- change any setting that triggers re-evaluation of the action (this might be clicking the fake user save toggle button (the shield icon) again, or toggling Manual Frame Range in the Action Editor, or changing a keyframe or curve visibility in the Graph Editor\n- Action is working again\n",
"Armature Symmetrize silently does nothing when no bones are selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: version: 3.5.0 Alpha\nWorked: never AFAIK\n\nArmature Symmetrize does nothing when there are no bones selected.\n\n1. Open the attached blend file\n2. In the Armature menu, choose Symmetrize.\n3. See nothing happening. This is what this report is about.\n4. Press {key A} to select all bones.\n5. Run the Symmetrize operator again.\n6. See that the armature is now symmetrized. This is what I'd expect to happen when no bones are selected.\n\nExpected behaviour would be that when nothing is selected the armature gets symmetrized as if all bones are selected.\n\n[symmetrize-bugreport.blend](symmetrize-bugreport.blend)",
"Python API support for element picking (matching selection picking)\nCurrently there is no convenient way to pick the object under the mouse cursor.\n\n### Motivation\n\nPicking an item (typically an object), under the cursor is useful for interactive tools,\nfor selecting a target... etc. as is already done in Blender's C code.\n\nCurrently methods of doing this are insufficient.\n\n- Ray-cast only works for mesh, geometry types and isn't useful for mesh elements, bones... etc.\n- Selection picking changes the selection, is awkward to access the result and doesn't allow to filter elements (if you only want certain object types for example).\n\nThis limits the kinds of interactive tools that can be written (at least easily).\n\n### Proposal\n\nFor space types that support picking elements, add a method for picking items, example usage:\n\n```\nlocation = event.mouse_region_x, event.mouse_region_y\nob = context.region.find_on_screen_object(location)\n```\n\nSince it's common to filter items based on type, or other properties, a filter function should be supported.\n\n```\nob = context.region.find_on_screen_object(location, filter=lambda ob: ob.type == 'GPENCIL')\n```\n\nBMesh elements could be supported too.\n\n\nNote that returning multiple values is needed in some cases if the element on it's own doesn't provide enough information. For example, a bone or vertex doesn't give access to the object, which is needed for multi-edit mode support.\n\n```\nresult = context.region.find_on_screen_mesh_edge(\n location,\n filter=lambda candidate: candidate.object.get(\"my_property\") == 1 and candidate.vert.co.x > 1.0,\n)\nif result:\n print(result.object, result.vert)\n```\n\nOther space types can support this too.\n\n```\nnode = context.region.find_on_screen_node(location, filter=lambda node: node.type != 'OUTPUT_MATERIAL')\n```\n\n\n### Open Topics\n\n- Would we support a returning multiple hits (callers might be able to use the filter function for this if they really wanted).\n- Should this be a generic function for all types of objects:\n\n```\nTypes could be passed in as an argument. e.g.\n```\n\n```\n`context.region.find_on_screen_item(location, type={'EDIT_MESH_EDGE', 'EDIT_MESH_FACE'})`\n```\n\n- Why limit this to picking? Why not support passing in a bounding box & return it's result, or a polygon and return the lasso result?\n\n *This could be handled as a separate step, mentioning it here to note that it's a possibility but not part of this proposal.*\n\n- We could return an object that stores multiple values, this means if we need to add additional context to the result, it wont break scripts.\n\n```\ne.g: \n```\n\n```\n result = context.region.find_on_screen_node(location)\n if result:\n print(\"Found\", result.node, result.node_group)\n\n```\n\n\n### Scope\n\nWhile this need not implement all data-types initially, these are data-types that could be supported.\n\n- 3D View\n\n - Objects (all types)\n - Armature Edit Mode: Bone, Head/Tail\n - Armature PoseBones: Bone (only)\n - MetaBall: Inner / Outer rings.\n - Mesh Elements: (Vert/Edge/Face)\n - Curve: Vertices & Handles\n - Lattice: Vertices\n - Grease Pencil: Vertices\n - Particle Edit Mode: Vertices\n - Stroke path bezier handles.\n - Gizmos? *(not sure about this one)*\n\n- Image View\n\n - UV Elements: Vertex, Loop, Face\n - Mask: Vertices & Handles\n\n- Node Editor\n\n - Nodes\n - Node Sockets\n - Node Links? (not sure about this one)\n\n- Sequencer\n\n - Sequence: strip, handles\n\n- Movie clip editor\n\n - Track: Center, corners, rotation handle.\n - Mask: Vertices & Handles\n\n- Dope Sheet\n\n - Channels: ID's & individual channels\n - Keyframes.\n - Markers\n\n- Graph Editor\n\n - Channels: ID & individual channels.\n - F-Curves: Whole curves & bezier handles\n \n- NLA\n\n - Channels: ID & individual tracks.\n - NLA strips.\n - Markers.\n\n- Text Editor\n\n - Line and cursor offset (low priority).\n\n- Python Console\n\n - Line and cursor offset (low priority).\n\n- Info\n\n - Report (low priority).\n- Outliner:\n\n - Scene, ID data-block + data *(needs investigation, the hierarchy of data could be returned: e.g. scene, view_layer, collection, object, mesh, modifier)*\n\n- File browser\n\n - File name.\n\n\n----\n\n### Implementation Details\n\n- This should share functionality with selection picking (for predictable results and to avoid code duplication).\n- This would need to be implemented in the C/Python API directly (not the RNA API), as it uses callbacks & non RNA types (in the case of BMesh).",
"Vertex paint: polygon selection in X-ray mode do not select back faces\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\n\nI suppose it is a bug, because , box selection + x-ray have differend behavior in edit mode.\nPlease check. Bug or flaw?\n[2020-01-23_08-12-52.mp4](2020-01-23_08-12-52.mp4)\n[vertex paint polygon selection.blend](vertex_paint_polygon_selection.blend)",
"Option to lasso-select using geometry instead of object centers.\nCurrently lasso-select in object mode uses object centers,\n\nThis can have the option to select using the geometry (like box select does already).\n\nSee #64251",
"Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n",
"Add error message feedback on constraints, similar to what already exists for modifiers.\nCurrently de-activated constraints only show their status through a small red icon. It would be better for users to also show an error message explaining what is the issue, similar to what modifiers already do.\n\nSee e.g. the invalid settings for the IK constraint of the first bone in this file from #100128: [lib.blend](lib.blend)",
"Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n",
"Undo in Armature EditMode ignores changes to other IDs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nWhen you rename bones of armatures with some meshes by python scripts and then do Undo (Ctrl +z), then only bone names are reverted and the mesh vertex groups are never reverted.\nIt seems to happen immediately after from Object mode to Edit mode for armatures.\n\n* Open \"bpy_rename_bone_and_undo_bug_report.blend\".\n* Go to Armature Edit mode.\n* Run script \"rename.py\". It will rename selected bones and the mesh vertex groups.\n* Do undo (Ctrl +z)\n* Then you will see only bone names are reverted and the mesh vertex groups aren't reverted.\n\n[bpy_rename_bone_and_undo_bug_report.blend](bpy_rename_bone_and_undo_bug_report.blend)\n\nIt will lost bone deformations.\nI thinks it will cause some human errors.\n\nThanks!\n",
"Eydropper selection of custom bone shape do not work for 3D view with Xray\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.2.0 Beta\n\n\nAs title say. Try to pick up custom boneshape with X-ray mode.\n[untitled.blend](untitled.blend)\n\n[2022-05-27_22-30-15.mp4](2022-05-27_22-30-15.mp4)",
"Unable to add drivers to bone collections visibility\nOperating system: Windows 11\nGraphics card: RTX 4060ti\n\nBroken: 4.0.0 Alpha 2023-09-06\nWorked: Before bone collections were merged\n\nThis kinda leans into feature requests, but it is a regression nonetheless. Drivers also weren't acknowledged from what i could see.\nBefore bone collections were recently introduced, you could add a driver to each layer to influence it's visibility, and i know many people liked to use that in order to influence the visibility of a group of bones. Currently you cannot influence the visibility of a bone collection through drivers, the only option to do it now being controling the visibility of individual bones.\n\nN/A\n\n",
"Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n\n\nNot sure if this can be a bug. Please check.",
"Hiding Armature in Outliner while in Pose Mode, leaves viewport without ability to select or exit the Pose Mode.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0\n\nWhen Armature is hidden via Outliner in Pose Mode, the selection, active object, and the Mode remains on that armature, not allowing to select anything anymore. Same happens with Meshes and Edit Mode, but one is still able to exit the Edit Mode. I assume it's likely that one either shouldn't be able to hide the object one is in Edit/Pose mode with, or the Mode probably should be exited upon hiding it's object. Or, at least, switching the Mode off shouldn't be disabled if the object is considered still active/selected.\n\n[armature.blend](armature.blend)\n - Select Bone,\n - Press Disable in Viewports for Armature object in Outliner,\n - > Can't select other objects in viewport now, or exit the pose mode.",
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n"
] | [
"Bone Selection Issue (2.8 release version, with new video drivers installed.)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Intel(R) HD Graphics Intel 4.0.0 - Build 10.18.10.5069\nThis is the most recent video drivers available.\n\nBroken: version: 2.80 (sub 75)\nWorked: (2.79b)\n\n\nCan not select bones using LMB/RMB in the same way as in 2.79b.\n\nI tried both mouse selection settings LMB/RMB, made no difference.\nI tried resetting to factory settings that did not solve the issue.\n\nIn Edit & Pose Modes I can only select the root bone and its head end using LMB/RMB.\nIf I repeatedly select the root bone or its head end it will cycle to the next bone or head end.\n\nBox select does not work on child bone(s), but will select all of the bones if the root bone is in the selection.\n\nCircle select will select child bone(s) and bone end(s). It also selects any bones that may be behind the target bone.\n\nI searched for a solution online with no luck.\nI found a post saying the issue had been solved (May 28, v2.80.72).\nI'm using a newer version (v2.80.75 release version) guess it has returned.\nVideo drivers have been updated a few days ago.\n\nNo special setup, just make some bones and try to edit or pose them.\n\n"
] |
Is the grease pencil only displayed when you release the button? Mac OS
Operating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101
Broken: version: 3.5.0 Alpha
Broken: version: 3.4.1
Worked: version: 3.3.0
Based on the default startup
| [
"Grease pencil. Artefacts at beginning of strokes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nGrease pencil strokes drawn with a stylus have unwanted artefacts at their beginning. Especially noticeable at high radius settings. Related to this, the start of a stroke is often narrower than the artist's intention.\n\n\n\n* Open new document, 2d animation\n* Set brush strength to 1 (not using pressure)\n* Set brush radius to 200 (using pressure)\n* draw several lines with a stylus\n* zoom in to inspect the start of the lines. There are artefacts, a 'lumpy' line close to the beginning of the stoke (see screenshot)\n\n**Notes**\nWhen you draw with deformable physical natural media (e.g. a paint brush, felt-tip) adding pressure increases the size of the mark, even when the tip is not moving over the paper. Other drawing programs also work this way. Currently blender doesn't work this way.\n\nI looked at the source code (gpencil_paint.c). Here's what i think is going wrong with the grease pencil strokes:\n\nWhen the pressure difference between two close adjacent vertices is large this can cause ugly 'lumps' in the line.\n\nCurrently, stylus pressure can be very different between the first and second vertex recorded in a grease pencil stroke. This is because there can be a large time difference between the recording of the two points; The first vertex stores a record of the pressure only at the moment the stylus first touches the tablet, subsequent changes of pressure before the stylus begins to move across the tablet are not recorded in the stroke. Only after the stylus starts moving is the second point recorded with the current pressure.\n\n**Proposed solution**\nAny time the stationary stylus tip is touching the tablet, the drawing routine polls the changing tablet pressure continuously. When the detected pressure is higher than the pressure of the last recorded point, the pressure of the last recorded point is overwritten by the newly detected (higher) pressure. This way, the pressure of the first and second points in a stroke is much more likely to be similar, the width of the start of the line will more closely match the artists intention, and the likelihood of artefacts is reduced.",
"Dopeheet (in the Grease Pencil submodule) take account the transform keys of the GP object wen you press jump to previous/next key frames.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon (TM) Pro WX 7100 Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context FireGL 21.Q4 30.0.14011.2006\n\nBroken: version: 3.4.0 Alpha\n\nDopeheet (in the Grease Pencil submodule) take account the transform keys of the GP object wen you press jump to previous/next key frames.\nIn this Grease Pencil submudule only the GP drawing keys should be taken into account.\n\n**Steps to Reproduce**\n- Open .blend file\n- Select Grease pencil mode in Dope Sheet\n- Jump to next keyframe \n[#100538.blend](T100538.blend)\nHere a quick video with the issue:\n [2022-08-21 15-13-26.mp4](2022-08-21_15-13-26.mp4)\n\n\n\n",
"GPencil: Canvas Overlay becomes inconsistent when both Object and Layer are transformed\nOperating system: Windows\nGraphics card:\n\nBroken: 3.4.1\nWorked: never?\n\nModifying Grease Pencil Layer transforms affects the Canvas overlay, but when both the Object and Layer have transforms the overlay does not describe the drawing plane actually being used by tools.\n\n- Open attached .blend\n- Draw new strokes into the Lines layer\n- Rotate the viewport to view the stroke placement.\n\n",
"Grease pencil motion blur color bleeding and noise\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\n\nRendering objects in front of grease pencil with motion blur causes bleeding of the color behind the grease pencil and a noisy result independent of sample count.\nThis happens for both the stroke and fill option of the grease pencil.\nThis happens for both Eevee and Cycles.\n\nScene setup and Cycles result (note the orange pixels):\n\nEevee:\n\n\nHave grease pencil between two objects with motion blur enabled.\n[GreasyMotion.blend](GreasyMotion.blend)\n",
"Grease pencil eraser settings not loaded on startup when using ctrl+LMB with the Draw tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 2.90.0\n\nWhen first opening a blend file, your eraser settings are set to default when using ctrl+LMB with the draw tool, and only update after switching to the eraser tool and using it.\n\n\n- Open attached file (the Stroke object is selected and the Draw tool activated in Draw mode).\n- Draw a line\n- Erase part of the line using the same tool but with Ctrl selected. Notice how it behaves as if the `\"Eraser Soft\"` brush is used. \n- Switch to the Eraser tool, erase part of the line. Notice how it behaves according to the specified Brush: `\"Eraser Point\"`. \n- Switch back to Draw tool, and hold down ctrl to erase another part of the line, it should now start behaving like the `\"Eraser Point\"` brush.\n\n[eraser bug.blend](eraser_bug.blend)\n\n",
"Improved Mask icon with disabled state\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @joeedh and @JulienKaspar.\n\n# Context\n\nWe discussed the need to update the icon for Masks.\nThere is no \"disabled\" version of the icon, which is very needed for [auto-masking in sculpt mode](T101593), and masked layers in grease pencil.\nApart from that the current icon is also way too similar to other icons like Overlays.\n\nCurrent masking icon:\n\n\nProposed icons:\n\n\nThese are the `CLIPUV_DEHLT` and `CLIPUV_HLT` and are currently used in the 2D curve UI and grease pencil layer masks.\nThey work much better as a recognizable industry standard masking icon.\n\n# Goal\n\n`CLIPUV_DEHLT` will be the new universal masking icon for various areas of Blender:\n- Auto-Masking\n- Mask modifier\n- Mask editing (Image Editor)\n- Mask Data-Block\n- Grease Pencil Masks\n\nIn the case of Auto-Masking, the header icon needs to be switched with `CLIPUV_HLT` if all auto-masking options are disabled.\nFor the implementation the `View3D_PT_object_type_visibility` is a good reference.\n\nThe icons of `GPencilLayerMask.invert` also need change.\nFor now we should use the `select_intersect` and `select_subtract` icons as a more accurate depiction: \n\nLater on the grease pencil module can change or create new icons for this part of the UI.\n\n",
"Tooltips doesn't display when play animation\nOperating system: Linux-4.15.0-64-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.8\n\nTooltips doesn't display when play animation, work otherwise\n\nDefault startup:\n \n* Play animation\n* Tooltips doesn't show \n\n",
"GPencil: Hardlight blend issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83.0\n\nThe semi-transparent textures of Grease Pencil material turn black when their layer is in HardLight blend mode.\n\n- open the provided blend file\n- see, wrong alpha blending\n- NB: change the blend mode and it works as expected\n\n[GP-hardlight-blend-issue.blend](GP-hardlight-blend-issue.blend)\n\n",
"Grease Pencil vertices selection is offset when Layers/Transform Location as set to a driver\nOperating system: Win10\nGraphics card: RTX3070\n\nBroken: 3.1.0 A\nWorked: N/A\n\n**Short Description of issue**\nMoving a Grease Pencil object's layer via Layers->Transform, by using a Driver, offsets where you have to click to select vertices from that layer.\n\nNOTE: Switching to Draw Mode and drawing a stroke fixes it temporarily, but once you move the controller of the driver again, the problem returns.\n\n**Steps to Reproduce**\n- Open .blend file\n- Select Suzanne and switch to edit mode\n- Try selecting vertices (Does not work)\n- Now attempt to select in circled area\n\n\n\n[#95902.blend](T95902.blend)\nVideo example: iZ_A2wOnAJQ",
"macOS todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Users have to manually change macOS defaults:\n * Map middle mouse to regular \"Mouse button 2\"\n * Make the Function keys use modifiers (so Blender sees these)\n * Change the Shift+NumPad options to not use Shift (change spaces)\n * The latter two could become part of a new standard macOS compliant map in the future?\n- [ ] ~~Finder aliases or~~(1f223b9a1f afb1a64ccb) hidden files are not being recognized by Blender\n- [ ] macOS swallows some key events, like e.g. emulated numpad - on Norvegian keyboard (see #38273).\n- [ ] Blender prevents macOS from sleep #38702",
"Grease Pencil Draw Tool Settings displayed in the wrong context\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52, hash: a0f3...\nbuild date: 2019-07-06, 01:03:01\n\n\n\n**To reproduce:**\n\n - Create a Grease Pencil Object\n - Enter Draw Mode\n - Display tool settings, either in the header or the properties window\n - In the toolbar, click on the Erase or Fill tool\n - Now click on one of the Add tools (Line, Arc, Curve, etc.)\n - Look at your tool settings\n\nNote that when you switch from the Erase or Fill tool to an Add tool, the settings do not change to the correct ones! Instead, the settings or the Erase or Fill tools remain. You have to select the draw tool before selecting an add tool in order to refresh the settings. \n\nThis bug appears for the tool settings in both the properties window and the header.",
"segfault on f3 when mouse hover focus off foreground window\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.6.1\nAlready broken: 3.0\nWorked: 2.93.18\n\nThe application crashes upon using the Search Menu keyboard shortcut, under the condition that the mouse hover focus is not over the foreground window.\n\nUPDATE: must enable Developer Extras for crash to occur!\nNew file.\nMake the window not fullscreen so you can see some desktop.\nHover mouse over desktop.\nPress F3 key to open Search Menu.\nObserve notification of segmentation fault.\n\nAlternatively, open a preferences window or secondary blender window and mouse over the main window and press F3, that's how I found it.\n\nBefore 3.0 the same steps will cause the menu to appear in the foreground window as close as it can get itself to the mouse outside.\nUPDATE: checked Developer Extras and it was on, yet no crash prior to 3.0\n",
"Regression: Visual bug when using the object gizmos\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\nCaused by 917a972b56\n\nDifferently from using the transform tools in the toolbar, when activating the object gizmos that stay visible also with the select tools, a strange bug occurs that the e.g. moving the object on an axis keeps a grey axis where it was before, the gizmo is always present (differently again from using the transform tools), and if you switch from this to the transform tools to the selection with gizmo again, it messes the origin of the object.\n[2021-09-20 14-59-52.mp4](2021-09-20_14-59-52.mp4)\n\n\nI'm pretty sure that this is caused by the recent change of keeping the viewport gizmo visible when doing these operations.\n\nUse the select tool in the toolbar, activate on or more object gizmos that stay always visible, do a transform operation.\n[Based on the default startup]\n\n",
"Splash Screen: \"Updated Preferences\" Infobox\nFor Blender 4.0 there will be various default keymap updates (#105298) that users should be aware of when loading their 3.6 preferences.\nThis task will become necessary once those patches are merged.\n\nThe idea is to add a popup to make users aware and point them towards resources to inform themselves. This will avoid frustration and many invalid bug reports.\n\n### Mockups\n\nThe addition of an info icon to the operator button that loads the previous preferences (As an indication that this will open a popup with more info).\n\n\n\nA possible layout for the main popup.\nThis info might be very important for some users, so the popup can only be closed with an explicit button press.\n\nThis also includes a an operator button \"Read more...\" that links to the relevant release notes page without closing the popup itself. An added border would make this more recognisable as a button.\n\n\n\nThis popup could then be used for future releases and other important changes (only if absolutely needed).\n\n",
"Grease Pencil: Eraser Brush ends on maximum radius\nOperating system: Linux-5.4.0-89-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: never\n\nWhen using the eraser brush in draw mode of grease pencil objects you can notice that when you stop your stroke, the brush radius will end on the maximum radius.\nThis has the effect of users erasing something carefully when using pressure sensitivity for the radius, but then erasing everything within the max radius anyway once they end the stroke.\n\nThis effect is most noticeable if you use the \"Eraser Point\" brush in the eraser tool with \"Use Pressure\" enabled.\n\n"
] | [
"Grease pencil, not drawing lines until mouse button is released.\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.1\n\nGrease pencil, not drawing lines until mouse button is released or tablet pen has been lifted from tablet. For shapes line not drawn until Return or space on keyboard is pressed.\n\n1. FIle menu -- File: New: 2D animation\n2. Select \"Draw\" tool.\n3. Draw line. ( cursor is displayed and moves as line is drawn. No line is seen on screen until the mouse button is released or the pen is lifted from the tablet.\n\n\n",
"Grease Pencil drawing issue \nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5161\n\nBroken: version: 3.4.0\n\n\nLine invisible when drawing\n- when i press the left mouse button to draw it shows nothing but after moving and when released LMB it shows the line.Thanks in advance\n",
"Grease Pencil: Drawing stroke appears after releasing the mouse\nOperating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.4.0\n\nWhen using grease pencil on Intel Mac Laptop with AMD Radeon Pro 5500M graphics the stroke does not appear until after releasing the mouse. \n\nUse default 2D Animation. Draw stroke in the viewport. You will not be able to see the stroke until you release the mouse button. The stroke is drawn you just can't see it while you are drawing.\n",
"Grease Pencil stroke does not appear until mouse up on Mac\nOperating system: macOS-12.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.5.0 Alpha\nWorked: Unknown\n\nMy file and/or blender can get into a state where Grease Pencil strokes will not appear until the stroke is complete and the mouse (or tablet) up event occurs. Then the stroke appears as expected. The one workaround is to turn on FILL for the stroke. Then the stroke and fill appear as expected again. Turning off fill reverts to the same issue with strokes not being visible until finished.\n\nNotes: \n- I opened the same file on my Mac after closing Blender and the problem persists.\n- I saved the file and opened on my Windows machine (also 3.5.0) and the problem does NOT happen; strokes work normally.\n- I started a new file on my Mac after seeing this and the problem ALSO happens in a blank, new 2D Animation file.\n- This started today. Yesterday all was fine. Today I was adding layer transforms and also transforms on the GP object. Undoing these doesn't fix the issue.\n\n- Open the attached Blender file in 3.5.0 Alpha version on Mac.\n- Switch to Draw mode and use the pencil tool to draw some strokes.\n- If it matches my result, no stroke will be visible until you mouse up.\n- Change material to include fill.\n- Draw with pencil again. \n- Now, a stroke with fill will appear WHILE you're drawing, instead of just on mouse up.\n\n\n[GP_No_Stroke_Test.blend](GP_No_Stroke_Test.blend)\n\n",
"Blender 3.4 Grease Pencil lines appear only after lifting the pen\nBlender 3.4 Grease Pencil is now unusable for my laptop\n(MacBook Pro 2017, 16GB / Radeon Pro 560 4GB, MacOS Monterey 12.6.1, Wacom Intuos Pro).\nLines appear only after lifting the pen.\nBlender 3.32 works OK. Has my setup suddenly aged or is it a bug (fingers crossed)?",
"Grease pencil not showing line when drawing. \n\n\nOperating system: Mac OS 11.6.1 \nGraphics card: AMD Radeon Pro 580X 8 GB\n\n**Blender Version** 3.4.\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nGrease pencil is not showing Live stroke, when drawing. I open a New 2D animation file and start to draw, the line does not show as drawing only pops up after. \n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Regression: Grease Pencil: Drawing lines appear after releasing the mouse\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.4.0 Beta\nWorked: Blender 3.4 Beta some days ago\n\nCaused by 0ee9282b5c\n\n\n1. Use the 2D template\n2. Draw something on the canvas\n3. While drawing I only see the cursor. The line appears a short time after releasing the mouse\n\n[system-info.txt](system-info.txt)\n"
] |
Simple sculpting changes in Solid ( and Wireframe ) are not reflected in LookDev or Rendered mode
Windows 10, GTX 1070
Broken: Blender 2.8 Alpha 2, 0d69a5aa349
Changes made in the Sculpt mode ( by default in Solid mode ) are reflected in WireFrame, but not in LookDev or Rendered mode.
1) Load up the default scene
2) Open the Sculpt tab
3) Use the default settings to sculpt the corners of the cube, so that they visibly move
4) Now change from Solid to Wireframe mode. The changes migrate across
5) Now change to LookDev or Rendered. The changes do not migrate across.
Pressing Tab to enter edit mode will update the changes.
Even if sculpting isn't currently available in LookDev or Rendered mode, any changes made in Solid or Wireframe should be reflected in those viewports. | [
"Viewport Shading 'Attribute' Option Broken for Instanced Geometry\nOperating system: Windows 10\nGraphics card: Nvidia GTX 2080\n\nBroken: 3.5\nWorked: 3.4, 3.4.1\n\nWhen instancing a mesh to another meshes vertices, the Solid Viewport Color Option 'Attribute' is no longer displaying the vertex color data.\n\nCreate A Sphere, and using \"Vertex Paint Mode\" Paint a color onto the sphere.\nUsing geometry nodes set up the following, Group Input (Geometry) -> Mesh to points - > Instance on points -> Realize Instances -> Output (Geometry)\nSet a simple sphere as the object to be instanced.\nSet Shading mode to 'Solid'.\nToggle 'Attribute'\n\n",
"Redo panel disappears during edits in Tweak tool\nOperating system: Win10 x64\nGraphics card: Nvidia 1070\n\n**Blender Version** \nblender-2.80.0-git.26d5a3625ed-windows64\n\nThe info panel for move disappears in edit mode if tweak mode is in action. This does not seem to happen if one uses \"g\" for grab instead.\n\n\n- Enable left click select, optionally select all toggles\n\n- In your space bar menu turn the select mode (W) on\n\n- Create a mesh and move into edit mode \n\n- Start grab and drag of verts and watch the move info panel at the left bottom\n\n- Now try the same thing with selecting a vertex then press \"g\" to move.\n\n",
"Regression: Curve wire line not displayed in wireframe display mode when it has evaluated mesh/point/volume\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.2.0 Alpha\nWorked: 2.93\n\nCaused by b9febb54a4\n\nThe original curve line for curves is not displayed in wireframe display mode.\nThis change only applies when the curve is changed during evaluation, for example, when it is replaced by an evaluated \"tube\" mesh, or points, or a volume, etc.\nThis is very similar to #96138 (Regression: Curve wire line not displayed in edit mode when it has evaluated mesh/point/volume), but for objectmode.\n\n- create a curve\n- in the curve properties, give it a bit of extrude\n- enable viewport shading wireframe OR\n- enable object Viewport Display properties > Wireframe\n\n3.0+\n\n2.93\n\n\n",
"Sculpting in Rendered Mode (EEVEE or Cycles) locks highly deformed areas of the mesh\nOperating system: Microsoft Windows 10 Pro\nGraphics card: Nvidia GeForce GTX 1050\nProcessor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)\n\nBroken: 2.80 - 2.93.0-1b29e84c18dc\n\n\nWhen sculpting in rendered/material preview mode, highly deformed areas seem to occasionally \"lock\" and are not sculptable or even recognized by the cursor. However, when updating the mesh such as by remeshing or pressing \"Rebuild BVH\" under sculpt the areas are sculptable again. The problem doesn't occur in Solid or Wireframe mode or with dyntopo/multires enabled. Rebuild BVH doesn't alter the topology which means the issue is not due to insufficient topology. Also, setting the render engine to Workbench doesn't make the problem go away, even though, as far as I know, it is the same engine that Solid mode uses.\n\nAdd some subdivisions to the default cube and apply\nOpen the sculpting workspace\nSet mode to rendered\nStretch out the mesh with any brush\nTry to sculpt the deformed area and notice it is unsculptable\nAdd a remesh/rebuild BVH\nNow the affected area should be sculptable\n\nExample Video: [meshlocking.mkv](meshlocking.mkv)\n",
"Symmetry on sculpt mode won't work with auto masking topology enabled\nOperating system: Windows-11\nGraphics card:Quadro RTX 3000/PCIe/SSE2\n\nBroken: Blender 3.5.0\nWorked: N/A\n\nSymmetry on sculpt mode won't work with auto masking topology enabled.\n\n\n- Have a mesh that has two disconnected parts across a symmetry axis.\n- Enter sculpt mode, turn on \"Advanced -> Topology\" (topology auto masking).\n- Turn on X symmetry for sculpting brushes.\n- Sculpt on one part of the mesh, the opposite side doesn't change.\n",
"Mesh support mirror (symmetry) on all axes\nCurrently symmetry is hard coded to X axis in many places.\n\nSymmetry on any other axis isn't possible, this task proposes to support symmetry on all 3 axis.\n\nThis impacts:\n\n- Transform\n- Weight Pain (see #65872 for why sculpt symmetry isn't appropriate).\n- Edit mode smooth.\n- Particle editing.\n- Armature/Rigging (need to look into this)\n",
"(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode",
"Edges, generated with Triangulate modifier looks differend and do not disappear with hiding.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 640/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n2.83 release\n\n\n[2020-06-18_15-14-00.mp4](2020-06-18_15-14-00.mp4)\n[untitled.blend](untitled.blend)\n\nDefault cube with Triangulate modifier, wireframe mode, edit mode.\nSelect all, hide. You will have this.\n\n\nThere is no way to part of mesh with generated edges and hide another part.\nAlso weird shading for polygons.\n\n\n",
"viewport shading > color > texture, textures not affected by transformation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\n\nViewport solid mode color option \"Texture\" does not take mapping nodes into account.\n\n---------\n\nOriginal description:\n\nwhen switching to texture in viewport shading color properties, the image textures are only affected by UV editor and not by texture coordinates node, in My opinion this texture preview is much more faster and better than EEVEE, if only you can ditch EEVEE and make the workbench preview the main material preview that support all nodes, If you notice Cinema 4D ,Max and Maya, they all use a material preview similar to this Blender Workbench preview, I don't know if you noticed these days almost everyone is saying that they prefer previewing and editing their material in cycles rather than EEvee because its way more faster to load, I tested in a 2k scene cycles took a couple of seconds switching to render view on CPU, Eevee took 12 Mins to load all textures, I hope Eevee next solves this issue if not, I would really hope that you consider developing the workbench preview \n\n?\n\n",
"State of hidden geometry not synced between edit mode and vertex paint/weight paint mode\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\nWhen vertex selection (or face selection) is used in either vertex paint or weightpaint mode the state of hidden geometry is not synchronized but overwritten by some specific state on this object. That makes it impossible to paint on using vertex selection. Joining the mesh into a new object did not fix the issue.\n[hidden_geo-2021-04-29_20.57.11.mp4](hidden_geo-2021-04-29_20.57.11.mp4)\n\nSee file:\n[hidden_geo.blend](hidden_geo.blend)\n\n",
"Object.display_type \"Solid\" behaves the same as \"Textured\"\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.8.1 26.20.13001.29010\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.79b\n\nIn a viewport set to \"Textured\" mode (either on Cycles or Eevee), setting Object.display_type = \"SOLID\" still shows a textured object.\nOn Blender 2.79 this property was called \"Maximum Draw Type\" and was behaving as expected.\n\n1.-Set the viewport to Textured mode.\n2.-Select a textured object and set its property \"Display As\" to Solid.\nIt will stil be shown as Textured so theres no difference between the two modes (Solid, Textured)\n\nBlender 2.81\n\n\nBlender 2.79b\n\n\nExample blend.\nThe viewport is set to \"Textured\", the monkey set to \"Solid\" but is shown as Textured.\n[solid_object_display_type.blend](solid_object_display_type.blend)\n",
"Dynamic vertex groups (Dynamic Paint, Weight Proximity modifier, Geometry Nodes, ...) do not update density of particles in viewport display\nOperating system: windows 10\nGraphics card: Quadro M620\n\nBroken: 2.90\nWorked: Never\n\nI want to use my dynamic vertex group to generate particles on a plane.\nIt just works when I change parameters during the playback but it's not realtime when I hit play.\n\n- Open attached file\n- Play animation\n- Change any property of the particle during the playback\n[dynamic_paint_test.blend](dynamic_paint_test.blend)",
"Sculpting laggy and weak from some directions.\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.1\nWorked:Never(2.80+)\n\nWhen i try to sculpt from from below, using radius unit: scene, sculptings get laggy and the stroke is weak.\n\nI'm trying to sculpt stones for a wall in place.\nThe sculpting works fine if i first move the stone i'm working on to the scene origin. This adds a lot of work as i want to for example put bevels on all objects first, then go on with cracks and other features!\n\nTo reproduce:\nOpen file, sculpt from top and bottom\n\nFile is default sculpt template with sphere moved up by 5 and using scene radius.\n\n",
"Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)",
"Sclupt brush goes back to default (draw) when pressing ctrl+z\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.1\nWorked: 2.90.0\n\nSclupt brush goes back to default (to \"draw brush\") when pressing ctrl+z.\n\n1 - Load default startup.\n2 - Select a cube.\n3 - Go to sculpt mode.\n4 - Pick any brush (I recommend \"grab brush\").\n5 - Manipulate the geometry of the cube a few times.\n6 - Press ctrl+z.\n7 - You will see that the brush jumps back to \"Draw brush\" for no reason.\n"
] | [
"Sculpting strokes not showing in LookDev / Rendered modes\nWin 10\n\nBroken: blender-2.80-91a155833e59-win64\n\nSculpting strokes are not showing when you switch to LookDev / Rendered modes, it only works in solid mode.\n\nLaunch blender, go to File / New / Sculpting, do some brush strokes on the sphere, then switch to lookdev / rendered mode. The sphere will appear intact.\n\n[2019-01-08_17-45-51.mp4](2019-01-08_17-45-51.mp4)"
] |
Blender crashes when opening properties panel in VSE Preview
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68
Broken: version: 3.0.0 Alpha
Worked: version: 3.0.0 Alpha
Sudden crash when you open properties panel in VSE Preview window (VSE must have some kind of item, if empty, the side panel opens as per usual until something is added)
[2021-10-03 20-36-02.mp4](2021-10-03_20-36-02.mp4)
- default file
- Open Video Editing workspace
- Add any kind of item to VSE sequencer (Shift + A > Color for example)
- Mouse over to VSE Preview window and press N to open side properties panel
- crash
[blender_system_info.txt](blender_system_info.txt)
[blender_debug_output.txt](blender_debug_output.txt) | [
"Particle Edit mode for non hair particles - point select mode crash\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n",
" EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"Crash when baking Dynamic Paint Image Sequence multiple times in loop\nBroken: 2.90.0 Alpha\nWorked: blender-2.80-windows64\n\nBlender crashes when baking dynamic paint image sequence in for loop. Depending on wait time crash will have differens stack traces.\n\n[#74052.blend](T74052.blend)\n\n- Open file\n- Run script",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n",
"GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n",
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"Blender crashes as soon as an image texture is plugged in the material BSDF node\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080 Ti\nSee attached log for more detail\n\nBroken: 3.5.1, but also 4.0.0 Alpha, did not try intermediate versions\nWorked: ??? The earliest available build, 2.93.18, also causes the same crash\n\nThe second any kind of image texture is plugged in a material, Blender crashes without any warning. Occurs when creating a new image texture, when plugging an existing file, or even when trying to plug a UV grid for unwraping purposes\n\n**Similar tickets**\n#76193\n#76377\n\n1. Start Blender.\n2. Create new default file.\n3. Select the default cube.\n4. Switch to Shading workspace.\n5. Add Image Texture node.\n6. Create new image or select an existing one.\n7. Plug Color output to the Base Color input of the Principled BSDF node.\n8. Watch Blender shut down.",
"Crash when selecting object on Mac\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0\n\nSystem crash trying to open einar_hair.blend file\n\nDownload einar_hair.blend fle from ?asset=6072\nSelect any object.\n\nBlender will crash. Also hair is not visible. It's possible, that OS will crash as well. ",
"Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n",
"VSE View menu - missing hotkeys for sidebar and toolbar in Preview mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\n\n\"Caused\" by 6aef124e7d\n\nThe VSE is missing the default hotkeys to open the sidebar and toolbar in Preview mode. T and N\n\nWhen you add them by yourself, then these hotkeys gets added in the Window section. Which can lead to override conflicts.\n\n\n- Open Blender\n- Switch to VSE\n- Watch the View menu in the upper Preview window\n\n\n\n\n\n\n\n\n",
"With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)",
"Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n",
"Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)",
"Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n"
] | [
"Video editing crash\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\nCaused by 5cebcb415e\n\nWhen you press N to bring out the side panel in video editing layout blender crashes\n\n- Open blender and choose video editing\n- Add color in the sequencer\n- Press {key N} when cursor is over the preview tab \n\n"
] |
Mr.
Mac OSX 10.7.5
AMD Radeon HD 6750M 512 MB graphics
2.69 Hash 4789793
Crash and quit Blender
Add a cube
enter edit mode
Subdivide
F6
Smoothness = "value > 0"
| [
"Crash when selecting object on Mac\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0\n\nSystem crash trying to open einar_hair.blend file\n\nDownload einar_hair.blend fle from ?asset=6072\nSelect any object.\n\nBlender will crash. Also hair is not visible. It's possible, that OS will crash as well. ",
"Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n",
"GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n",
"Extremely frequent crashing when using the compositor. Especially when using the glare node.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I believe it was far more stable before the realtime compositor implementation. (Blender 3.3-ish)\n\nBlender crashes extremely frequently when using the compositor on my system, especially when the glare node is being used at all. Does not seem related to vram or system specs, and looking through logs has not come up with any errors - it just closes.\n\nAdjust compositor glare node values with the viewer enabled. It seems to crash within a minute of doing so, usually sooner.\n\n",
"Blender freezes with Metal render device\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.5.0\nWorked: None\nAlso Tested: 3.5.1 RC (April 01, 01:59:41, `6fa464d18971`)\n\nBlender freezes after a few seconds when I enable the Metal Render Device in Preferences, switch to Cycles with GPU Compute and switch Viewport Shading to Rendered.\n\n1. **Do not** delete the default cube\n2. Switch to Metal (GPU) Cycles Render Device in Preferences > System\n3. Set GPU Backend to Metal\n4. Switch Render Engine to Cycles and device to GPU Compute\n5. Switch Viewport Shading to Rendered\n6. Wait for Cycles to compile shaders\n7. Look around for a few seconds\n8. Blender Freezes\n\n",
"Remove and re-add the rigid body world causes Blender to crash.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I dont know.\n\nWhen the physical world is removed and added again, playback will cause the program to crash.\n\n\n1. Download the 2.blend and open it.\n2. Play 5 frame.\n3. Click the Remove Rigid Body World button.\n4. Click the Add Rigid Body World button.\n5. Click the rigid body world setting Collection. Then select RigidBodyWorld .\n6. Click the rigid body world setting Constraints. Then select RigidBodyConstraints .\n7. Move to 1 frame.\n8. Play 5 frame. Blender will crash immediately.\n\n[2.blend](2.blend)",
"Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n",
"Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n",
"MacOS crash when opening a second rendered 3dview window --MacOS 13.0.1--\nOperating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.5.0 Alpha\n\n\nWhen in rendered 3dview and open a second window also in rendered 3d view, blender hangs for 20 sec. and then MacOS becomes unresponsive and finally crashes.\nNo way to 'force quit' or any other trick to stop blender. or the MacOS crash.\nThis happened now 5 times in a row, always when opening a second new window also in rendered 3dview.\n\nOpen blender 3.4 /3.5 in MacOS 13.01 & switch to rendered 3dview. Then after a minute open another rendered 3dview window.\n\n",
"Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !",
"Regression: Crash on Start Up\nOperating system: Mac OS 12.6.9\nGraphics card: AMD FirePro D500 3 GB\n\nBroken: blender-3.6.3-stable+v36.d3e6b08276ba-darwin.x86_64-release.dmg\nWorked: blender-3.6.3-candidate+v36.71b55b491e9c-darwin.x86_64-release.dmg\n\nApp crashes at start up.\n\nClick on App icon, app attempt to start, crash. I restarted my computer with same results. Not opening app from a .blend file. Tried opening default app with same result.\n\n",
"Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.",
"Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n",
"Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)",
"Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)"
] | [
"Mac OS: Crash in Popups\nMac 2011 (see photo for more specs)\n\nBroken: 2.70\nWorked: Build of 2-18-14 Hash 2175302\n\nMouseover of F6 dropdown options causes crash.\n\n1) Create plane \n2) Go to edit mode\n3) Deselect all verts, select 2 verts, X to delete\n4) Hit F6\n5) mouseover options and crashes.\n\nScreen capture vid here: PPKUqWUdPSc\n\n[F6Crash.txt](F6Crash.txt)\n\n\n",
"Crash when adding image in uv/image editor.\nOS X 10.9.1. Nvidia GForce GT 750M/Intel Iris Pro\n\nBroken: (example: 2.69 cb1b6b5\nWorked: (optional)\n\nIn the add new image panel/dialog, pressing colour to set a different background colour will cause Blender to crash almost every time.\n\nNo blender file added as a new one will be sufficient.\nCreate new blender file\nOpen image/UV editor\nPress to create new image\nIn the new image panel/dialog;\nPress colour\nSelect a new colour.\nThis most likely will cause Blender to crash.\nSee attached crash log for details.\n[blender_2014-02-23-153910.crash](blender_2014-02-23-153910.crash)"
] |
Hard crash using OSL scripts
****
# Blender 2.76 (sub 0) System Information
****
Blender:
****
version 2.76 (sub 0), branch b'master', commit date b'2015-10-11' b'06:55', hash b'48f7dd6', b'Release'
build date: b'2015-10-11', b'07:09:47'
platform: b'Linux:32bit'
binary path: '/home/kyle/blender-2.76-linux-glibc211-i686/blender'
build cflags: b'-std=gnu89 -DWITH_FREESTYLE -pipe -fPIC -funsigned-char -fno-strict-aliasing -D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -D_LARGEFILE64_SOURCE -fopenmp -DNDEBUG -O2 -msse -msse2 -DWITH_MOD_FLUID -DWITH_MOD_OCEANSIM -D__LITTLE_ENDIAN__ -DWITH_AVI -DWITH_OPENNL -DHAVE_STDBOOL_H'
build cxxflags: b'-pipe -fPIC -funsigned-char -fno-strict-aliasing -D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -D_LARGEFILE64_SOURCE -fopenmp -fpermissive -D__STDC_CONSTANT_MACROS -DNDEBUG -O2 -msse -msse2 -DWITH_MOD_FLUID -DWITH_MOD_OCEANSIM -D__LITTLE_ENDIAN__ -DWITH_AVI -DWITH_OPENNL -DHAVE_STDBOOL_H'
build linkflags: b'-lrt'
build system: b'SCons'
Python:
****
version: 3.4.2 (default, Nov 24 2014, 15:52:30)
[GCC 4.7.1]
paths:
'/home/kyle/blender-2.76-linux-glibc211-i686/2.76/scripts/addons'
'/home/kyle/blender-2.76-linux-glibc211-i686/2.76/scripts/startup'
'/home/kyle/blender-2.76-linux-glibc211-i686/2.76/scripts/modules'
'/home/kyle/blender-2.76-linux-glibc211-i686/2.76/python/lib/python34.zip'
'/home/kyle/blender-2.76-linux-glibc211-i686/2.76/python/lib/python3.4'
'/home/kyle/blender-2.76-linux-glibc211-i686/2.76/python/lib/python3.4/plat-linux'
'/home/kyle/blender-2.76-linux-glibc211-i686/2.76/python/lib/python3.4/lib-dynload'
'/home/kyle/blender-2.76-linux-glibc211-i686/2.76/python/lib/python3.4/site-packages'
'/home/kyle/blender-2.76-linux-glibc211-i686/2.76/scripts/freestyle/modules'
'/home/kyle/blender-2.76-linux-glibc211-i686/2.76/scripts/addons/modules'
'/home/kyle/.config/blender/2.76/scripts/addons/modules'
Directories:
****
scripts: ['/home/kyle/blender-2.76-linux-glibc211-i686/2.76/scripts/modules', '/home/kyle/blender-2.76-linux-glibc211-i686/2.76/scripts']
user scripts: '/home/kyle/.config/blender/2.76/scripts'
pref scripts: None
datafiles: '/home/kyle/.config/blender/2.76/datafiles/'
config: '/home/kyle/.config/blender/2.76/config/'
scripts : '/home/kyle/.config/blender/2.76/scripts/'
autosave: '/home/kyle/.config/blender/2.76/autosave/'
tempdir: '/tmp/blender_VoSHk9/'
FFmpeg:
****
avcodec: '55, 39, 101'
avdevice: '55, 5, 100'
avformat: '55, 19, 104'
avutil: '52, 48, 101'
swscale: ' 2, 5, 101'
SDL
****
Version: Unknown
Loading method: dynamically loaded by Blender (WITH_SDL_DYNLOAD=ON)
WARNING: Blender could not load SDL library
Other Libraries:
****
OpenColorIO: 1, 0, 9
OpenImageIO: 1, 4, 16
OpenShadingLanguage: 1, 5, 11
OpenGL
****
renderer: 'Gallium 0.4 on AMD RS880 (DRM 2.43.0, LLVM 3.8.0)'
vendor: 'X.Org'
version: '3.0 Mesa 11.2.0'
extensions:
'GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color'
'GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture'
'GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object'
'GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture'
'GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters'
'GL_EXT_draw_range_elements GL_EXT_packed_pixels'
'GL_EXT_point_parameters GL_EXT_rescale_normal'
'GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp'
'GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp'
'GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB'
'GL_ARB_multitexture GL_EXT_framebuffer_sRGB'
'GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat'
'GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix'
'GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays'
'GL_EXT_secondary_color GL_EXT_texture_env_add'
'GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias'
'GL_INGR_blend_func_separate GL_NV_blend_square'
'GL_NV_light_max_exponent GL_NV_texgen_reflection'
'GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays'
'GL_ARB_texture_border_clamp GL_ARB_texture_compression'
'GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc'
'GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos'
'GL_NV_packed_depth_stencil GL_NV_texture_rectangle'
'GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow'
'GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar'
'GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat'
'GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map'
'GL_NV_depth_clamp GL_NV_fog_distance GL_APPLE_packed_pixels'
'GL_APPLE_vertex_array_object GL_ARB_draw_buffers'
'GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects'
'GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers'
'GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs'
'GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart'
'GL_ARB_depth_clamp GL_ARB_fragment_program_shadow'
'GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite'
'GL_ARB_shading_language_100 GL_ARB_sync'
'GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object'
'GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate'
'GL_OES_read_format GL_ARB_color_buffer_float'
'GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc'
'GL_ARB_texture_float GL_ARB_texture_rectangle'
'GL_ATI_texture_compression_3dc GL_EXT_packed_float'
'GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1'
'GL_EXT_texture_compression_rgtc GL_EXT_texture_mirror_clamp'
'GL_EXT_texture_rectangle GL_EXT_texture_sRGB'
'GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object'
'GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample'
'GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object'
'GL_ATI_separate_stencil GL_ATI_texture_mirror_once'
'GL_EXT_draw_buffers2 GL_EXT_draw_instanced'
'GL_EXT_gpu_program_parameters GL_EXT_texture_array'
'GL_EXT_texture_compression_latc GL_EXT_texture_integer'
'GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image'
'GL_AMD_performance_monitor GL_ARB_copy_buffer'
'GL_ARB_depth_buffer_float GL_ARB_draw_instanced'
'GL_ARB_half_float_vertex GL_ARB_instanced_arrays'
'GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle'
'GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle'
'GL_EXT_vertex_array_bgra GL_NV_conditional_render'
'GL_AMD_conservative_depth GL_AMD_draw_buffers_blend'
'GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility'
'GL_ARB_blend_func_extended GL_ARB_debug_output'
'GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex'
'GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions'
'GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects'
'GL_ARB_seamless_cube_map GL_ARB_shader_stencil_export'
'GL_ARB_shader_texture_lod GL_ARB_texture_multisample'
'GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object'
'GL_ARB_vertex_type_2_10_10_10_rev GL_ATI_meminfo'
'GL_EXT_provoking_vertex GL_EXT_texture_snorm'
'GL_MESA_texture_signed_rgba GL_NV_texture_barrier'
'GL_ARB_get_program_binary GL_ARB_robustness'
'GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding'
'GL_ARB_timer_query GL_ARB_transform_feedback2'
'GL_ARB_transform_feedback3 GL_ANGLE_texture_compression_dxt3'
'GL_ANGLE_texture_compression_dxt5 GL_ARB_base_instance'
'GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth'
'GL_ARB_internalformat_query GL_ARB_map_buffer_alignment'
'GL_ARB_shading_language_420pack GL_ARB_shading_language_packing'
'GL_ARB_texture_storage GL_ARB_transform_feedback_instanced'
'GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback'
'GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility'
'GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_copy_image'
'GL_ARB_explicit_uniform_location GL_ARB_invalidate_subdata'
'GL_ARB_program_interface_query GL_ARB_stencil_texturing'
'GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample'
'GL_ARB_vertex_attrib_binding GL_KHR_debug GL_AMD_pinned_memory'
'GL_ARB_buffer_storage GL_ARB_multi_bind'
'GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8'
'GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix'
'GL_NVX_gpu_memory_info GL_ARB_clip_control'
'GL_ARB_conditional_render_inverted GL_ARB_get_texture_sub_image'
'GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples'
'GL_ARB_texture_barrier GL_EXT_polygon_offset_clamp'
'GL_KHR_context_flush_control '
Implementation Dependent OpenGL Limits:
****
Maximum Fixed Function Texture Units: 8
GLSL:
Maximum Varying Floats: 128
Maximum Vertex Attributes: 16
Maximum Vertex Uniform Components: 16384
Maximum Fragment Uniform Components: 16384
Maximum Vertex Image Units: 16
Maximum Fragment Image Units: 16
Maximum Pipeline Image Units: 48
Cycles
****
CPU device capabilities: SSE2
Rendering with an OSL script using Blender 2.77 and up causes a crash to the desktop on my laptop.
Use any OSL script with my computer on Blender 2.77 and up.
| [
"Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash",
"Autosaves not written anymore, writting crash files instead\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.1\n\nOn crashes, I realize autosave files are not being wriiten to disk, instead there is crash.txt files\n\nNo idea what might have started causing it, potentially an addon, but the crashes are just usual random stuff, not connected to anything new. I have autosaves ste to 1 minute and using them a lot/everyday, so it's quite traumatic to suddenly start losing work again like if it was Maya 2009.\nHere is examples of crash files.\nThanks a lot for any help/clues about what is going on.\n\n",
"Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)",
"Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n",
"Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n",
"Vega GPU crash during render\nOperating system: Debian 11 bullseye x86_64 Linux 5.10.0-17-amd64\nGraphics card: gfx900 AMD/ATI Vega 10 XTX [Radeon Vega Frontier Edition]\n\nHip info: \n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release hipconfig\nHIP version : 5.2.21152-4b155a06\n\n== hipconfig\nHIP_PATH : /opt/rocm-5.2.1\nROCM_PATH : /opt/rocm-5.2.1\nHIP_COMPILER : clang\nHIP_PLATFORM : amd\nHIP_RUNTIME : rocclr\nCPP_CONFIG : -D__HIP_PLATFORM_HCC__= -D__HIP_PLATFORM_AMD__= -I/opt/rocm-5.2.1/include -I/opt/rocm-5.2.1/llvm/bin/../lib/clang/14.0.0 -I/opt/rocm-5.2.1/hsa/include\n\n== hip-clang\nHSA_PATH : /opt/rocm-5.2.1/hsa\nHIP_CLANG_PATH : /opt/rocm-5.2.1/llvm/bin\nAMD clang version 14.0.0 (llvm-project roc-5.2.1 22204 50d6d5d5b608d2abd6af44314abc6ad20036af3b)\nTarget: x86_64-unknown-linux-gnu\nThread model: posix\nInstalledDir: /opt/rocm-5.2.1/llvm/bin\nAMD LLVM version 14.0.0git\n Optimized build.\n Default target: x86_64-unknown-linux-gnu\n Host CPU: znver2\n\n Registered Targets:\n amdgcn - AMD GCN GPUs\n r600 - AMD GPUs HD2XXX-HD6XXX\n x86 - 32-bit X86: Pentium-Pro and above\n x86-64 - 64-bit X86: EM64T and AMD64\nhip-clang-cxxflags : -std=c++11 -isystem \"/opt/rocm-5.2.1/llvm/lib/clang/14.0.0/include/..\" -isystem /opt/rocm-5.2.1/hsa/include -isystem \"/opt/rocm-5.2.1/include\" -O3\nhip-clang-ldflags : -L\"/opt/rocm-5.2.1/lib\" -O3 -lgcc_s -lgcc -lpthread -lm -lrt\n\n=== Environment Variables\nPATH=/usr/local/bin:/usr/bin:/bin:/usr/games:/home/ian/.local/bin\n\n== Linux Kernel\nHostname : *****Linux***** 5.10.0-17-amd64 #1 SMP Debian 5.10.136-1 (2022-08-13) x86_64 GNU/Linux\nNo LSB modules are available.\nDistributor ID:\tDebian\nDescription:\tDebian GNU/Linux 11 (bullseye)\nRelease:\t11\nCodename:\tbullseye\n```\n\nBroken: blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release\nWorked: N/A\n\nBlender crashes when attempting to render more complex scenes on Vega GPU.\n\n[lone monk demo](lone-monk_cycles_and_exposure-node_demo.blend)\n./blender ../lone-monk_cycles_and_exposure-node_demo.blend\nrender on gpu\n\n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | tee log.txt\nRead prefs: /home/ian/.config/blender/3.3/config/userpref.blend\nRead blend: /home/ian/Downloads/lone-monk_cycles_and_exposure-node_demo.blend\nWARNING: Shader warning [node_vertex_color]: Invalid attribute.\nMemory access fault by GPU node-1 (Agent handle: 0x7f2683fa6400) on address 0x7f2400000000. Reason: Unknown.\n[1] 25965 abort ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | \n 25966 done tee log.txt\n```\n\n```\n:0:rocdevice.cpp :2652: 2702732952 us: 249488: [tid:0x7f1dd0b76640] Device::callbackQueue aborting with error : HSA_STATUS_ERROR_MEMORY_APERTURE_VIOLATION: The agent attempted to access memory beyond the largest legal address. code: 0x29\n[1] 249488 abort ./blender --factory-startup --debug-all\n```",
"Blender 2.92 crashing when editing fractured mesh\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\n- 2.83.10\nWorked: ?\n\nI have used cell fracture to fracture a UV sphere. I did separate the parts using P. I tried to edit a part and it is where the crash happens.\n\n\n```lines\n/home/yves/Downloads/blender291/blender(BLI_system_backtrace+0x20) [0x84ba490]\n/home/yves/Downloads/blender291/blender() [0xe5293a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fa720a5e210]\n/home/yves/Downloads/blender291/blender(DRW_mesh_batch_cache_create_requested+0x5a9) [0x1364e89]\n/home/yves/Downloads/blender291/blender() [0x1311158]\n/home/yves/Downloads/blender291/blender(DRW_draw_render_loop_ex+0x35d) [0x131232d]\n/home/yves/Downloads/blender291/blender(view3d_main_region_draw+0x8f) [0x1afb15f]\n/home/yves/Downloads/blender291/blender(ED_region_do_draw+0x7e1) [0x16b43f1]\n/home/yves/Downloads/blender291/blender(wm_draw_update+0x52e) [0x11c181e]\n/home/yves/Downloads/blender291/blender(WM_main+0x30) [0x11bf740]\n/home/yves/Downloads/blender291/blender(main+0x30d) [0xd8d12d]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7fa720a3f0b3]\n/home/yves/Downloads/blender291/blender() [0xe4f0b3]\n```\n\n{F9530087}\n\n{F9530088}\n\n- Open the attached file and select `Sphere_cell.055`.\n- Try to switch to edit mode.\n\n\n",
"Crash when trying to delete particle system or undo CTRL+Z\nBroken: version: 2.82 (sub 7)\nWorked: 2.79\n\nAfter updating from 2.79 to 2.8 this file file crashes when I try to delete the Plane. When I go to Edit mode, trying to rotate, grab or do anything it crashes. Plane has a particle system on it. When i try to delete it crashes too. Basically if i touch the Plane in any way it will crash and there is no way to get rid off it. Cannot delete the particle system either. Also, when i try to undo the last step CTRL it also makes it crash.\n\n- Open the attached file\n- Try to delete the plane or its particle system \nCrash.\n\n[T74786_2-83.blend](T74786_2-83.blend)\n\n\n\n",
"Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n",
"Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```",
"Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ",
"Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n",
"crash when import fbx\nOperating system: Window 10 pro\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc\n\n\nCrash when I imported fbx file \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Crash choice asset library\nOperating system: Win 10\nGraphics card: RX460 2gb\n\nBroken: (3.2)\nWorked: (3.0)\n\n[Tests.zip](Tests.zip)\n\n- Extract archive and add `...\\Tests\\Test Asset\\` path to asset libraries\n- Open Asset library blend file\n- Open New file\n- Change any editor to Asset Browser\n# List contents of `Test Asset` library\n\nIt should crash.\nSometimes, omitting step 2 would prevent crash, but no assets would be shown.\nAlso omitting `tests` folder somehow prevented the crash, \n\nCrash log:\n[P3143: (An Untitled Masterwork)](P3143.txt)\n```\n# Blender 3.4.0, Commit date: 2022-08-14 18:40, Hash 659b63751d63\nbpy.context.space_data.params.asset_library_ref = 'Test Asset' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : UNKNOWN EXCEPTION\nException Address : 0x00007FFF3F66D759\nException Module : KERNELBASE.dll\nException Flags : 0x00000001\nException Parameters : 0x4\n\tParameters- [x] : 0x0000000019930520\n\tParameters- [x] : 0x000000FB7C5FD460\n\tParameters- [x] : 0x00007FF678278398\n\tParameters- [x] : 0x00007FF66CA80000\n\n\nStack trace:\nKERNELBASE.dll :0x00007FFF3F66D6F0 RaiseException\nVCRUNTIME140.dll :0x00007FFF283E63F0 CxxThrowException\nblender.exe :0x00007FF672BC42D0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC36C0 nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_string<char,std::char_traits<char\nblender.exe :0x00007FF672BC82B0 blender::io::serialize::JsonFormatter::serialize\nblender.exe :0x00007FF66E27B970 blender::ed::asset::index::AssetIndexFile::write_contents\nblender.exe :0x00007FF66E277D40 blender::ed::asset::index::update_index\nblender.exe :0x00007FF66E653B90 filelist_readjob_list_lib\nblender.exe :0x00007FF66E654370 filelist_readjob_recursive_dir_add_items\nblender.exe :0x00007FF66E653710 filelist_readjob_asset_library\nblender.exe :0x00007FF66DB341A0 do_job_thread\nblender.exe :0x00007FF672E5A810 _ptw32_threadStart\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThreads:\nThread : 00000448\nntdll.dll :0x00007FFF41D2C620 ZwDelayExecution\nblender.exe :0x00007FF672B3A220 BLI_thread_is_main\n\n\nThread : 000069ac\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003130\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069cc\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000054bc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000026c0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008788\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000aa4c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000608c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009c7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008d78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029c4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009918\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000162c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001478\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000040b4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000036d0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003468\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007444\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005208\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000059e4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a018\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000085a8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b1ac\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000921c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005544\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad94\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067e0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000401c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b360\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 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ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004308\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000081c8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------",
"Blender 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n"
] | [
"OSL crash on 32bit\nWindows 7 64 bit\nIntel Core2 Quad Q9300; 4,0 GB RAM\nGeForce GTX 460; driver: 361.75 \n\nBroken: \n - 2.77a abf6f08 win32\n - build from today 3ed2b11 win32\n - buildbot 2.77 cd4d80f win32\n\nWorked: \n - 2.76b f337fea win32; \n - 2.77 cd4d80f win64\n\nIf \"Open Shading Language\" is activated and Blender is in Cycles render mode, Blender will crash on win32 builds after 2.76b.\n\n - Switch to Cycles Render\n - Change the viewport shading mode to \"Rendered\"\n - Activate \"Open Shading Language\" in the render panel\n - Blender will crash.\n"
] |
Blender 2.93. crashes with meshes with zero length edges
Operating system: Linux-4.15.0-159-generic-x86_64-with-glibc2.27 64 Bits
Graphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.0.8
Broken: version: 2.93.6 Release Candidate
Worked: blender-2.83.19-candidate+v283.edee6f911c81
Hi I thought it was important to report this crash with Blender 2.93, I have previously reported this problem which now seems solved in Blender 3.0 as you can see [here ](T92391) , but this is still present in Blender 2.93.6LTS and being a version that will be used for a long time it would be useful to remove this crash
**crash report**
```
# Blender 2.93.6, Commit date: 2021-10-06 10:52, Hash 0930a70e8110
File written by newer Blender binary (300.36), expect loss of data! # Error
bpy.context.space_data.params.filename = "retopology-experiments_2.93.6-lts.blend" # Property
Saved "retopology-experiments_2.93.6-lts.blend" # Info
bpy.ops.object.duplicates_make_real() # Operator
bpy.ops.object.editmode_toggle() # Operator
bpy.ops.object.editmode_toggle() # Operator
bpy.ops.object.convert(target='MESH') # Operator
bpy.context.space_data.context = 'MODIFIER' # Property
bpy.context.space_data.context = 'TOOL' # Property
bpy.context.space_data.context = 'RENDER' # Property
bpy.context.space_data.context = 'DATA' # Property
bpy.context.object.data.remesh_mode = 'QUAD' # Property
bpy.data.window_managers["WinMan"].(null) = False # Property
bpy.data.window_managers["WinMan"].(null) = True # Property
bpy.data.window_managers["WinMan"].(null) = True # Property
bpy.ops.object.quadriflow_remesh(use_mesh_symmetry=False, use_preserve_sharp=True, use_preserve_boundary=True) # Operator
# backtrace
/home/pafu/Software/blender-2.93.6/blender(BLI_system_backtrace+0x20) [0xa594750]
/home/pafu/Software/blender-2.93.6/blender() [0xf6024d]
/lib/x86_64-linux-gnu/libc.so.6(+0x3f040) [0x7f8152e12040]
/home/pafu/Software/blender-2.93.6/blender(AUD_Device_getRate+0x3d) [0x890408d]
/home/pafu/Software/blender-2.93.6/blender(BKE_sound_scene_playing+0x20) [0x104b5d0]
/home/pafu/Software/blender-2.93.6/blender(wm_event_do_handlers+0xa6) [0x1313b36]
/home/pafu/Software/blender-2.93.6/blender(WM_main+0x20) [0x130a6d0]
/home/pafu/Software/blender-2.93.6/blender(main+0x31e) [0xe87bce]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f8152df4bf7]
/home/pafu/Software/blender-2.93.6/blender() [0xf5cbcc]
# Python backtrace
```
When I execute the Remesh command from the obtained object Blender goes into Crash, while if I recreate the same geometric composition in Blender 2.83 where the booleans with the collections are not supported the problem does not happen and the calculation of the Remesh command is successful and generates the new topology.
- The modifier was applied to a copy of Cube with holes by using **CTRL+A** > **Visual Geometry to Mesh**
- Open .blend file
- Select the cube on the left with the modifiers applied
and perform the procedure below
- {nav Object Data Properties > Remesh > Quad > QuadriFlow Remesh}
- Refer image for the settings

[retopology-experiments_2.93.6-lts.blend](retopology-experiments_2.93.6-lts.blend)
This is the same file but I've remade the boolean without collection that is not supported by 2.83LTS and works fine
[remesh-B2.83lts.blend](remesh-B2.83lts.blend) | [
"Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)",
"Blender keeps crashing relocating linked library [3.5.1]\nOperating system: Windows-10-10.0.25357-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nRelocating linked library file results in instant crash when different file is chosen. I need this because i work on both OSX and Windows. While testing file version, i had issue with indirectly linked files. These are nested files so to say. They are linked blend files inside another linked blend file. \n\n- Download and Unzip attached `RML-test file-bl350.zip` file\n- open file \"RML-test file-bl350.blend\"\n- go to `Outliner` > `Blender File` and select the linked lib file with exclamation mark \"linked object\"\n- Right click and select \"Relocate\"\n- Point to the file \"linked object-bl293\"\n\nBlender file browser closes and crashes short after.\n\nSide note\nThe linked lib blend file is name \"linked object\", if i rename the \"linked object-bl293\" to \"linked object\" it works. But because i work on both OSX and Windows and sometimes also with different version. I need to rename linked files so i dont break anything.\n\nHowever, i jsut tested these 2 files in an issue folder i created and then it links just fine. When these files are linked in the original folder, blender crashes right after i pick that file \"linked object-bl293.blend\". See attached screengrab.\n\n\n",
"Crash when modifing materials after using BMesh in Depsgraph-Pre event\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\n\nBroken: version: 3.0.0\nBroken: version: 3.0.1 Release Candidate\nBroken: version: 3.1.0 Alpha\n\nI wrote a script with a function that copies a mesh via BMesh to another object and then changes it's materials. When I want to export the scene as an alembic, Blender crashes when the function gets called via the Depsgraph_Pre event. Depsgraph_Post and Frame_changed_Pre & Post all work fine.\n\n\n- Open the attached Depsgraph_Pre_Crash.blend file in Blender\n- Run the script\n- (Optional) Scroll on the timeline between frames 1 & 2 to check that the script works\n- Set the active frame on the timeline to 1\n- Export as alembic with default settings\n- Blender crashes\n[Depsgraph_Pre_Crash.blend](Depsgraph_Pre_Crash.blend)\n\n[Depsgraph_Pre_Crash.crash.txt](Depsgraph_Pre_Crash.crash.txt)\n\nHere is the callback registered in `depsgraph_update_pre`:\n```lines=10,lang=python\ndef updateFrame(scene): \n```\n emptyObject = bpy.data.objects[\"EmptyObj\"]\n firstOBJ = bpy.data.objects[\"Frame1\"]\n secondOBJ = bpy.data.objects[\"Frame2\"]\n```\n\n```\n if(scene.frame_current == 1):\n bmNew = bmesh.new()\n bmNew.from_mesh(firstOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n```\n\n #Doing anything with the materials crashes blender on alembic export\n```\n emptyObject.data.materials.clear()\n```\n\n```\n if(scene.frame_current == 2):\n bmNew = bmesh.new()\n bmNew.from_mesh(secondOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n \n emptyObject.data.materials.clear()\n```\n",
"Wrong width returned from bpy.types.Window.width (depending on native pixel size)\n\nOS: macOS Mojave (10.14.6)\nGraphic card: Radeon Pro 450 2GB\n\n\n\nBroken version: 2.91.0\n\n\n**Description of error**\n\nbpy.types.Window.width does not return correct value in my environment.\n\nI tried to get window size of Blender via bpy.context.window_manager.windows- [x].width.\nBut the returned value differs from the actual window width (Actual window width: 2880, Returned value: 1680).\nAlso, I found that bpy.context.window_manager.windows- [x].x also returned invalid value.\n\nOther related values such as region.width, area.width seems fine in my environment.",
"Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.",
"GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that",
"EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n",
"inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n",
"Calling operator from handler that saves bmesh freezes blender forever\nBlender version: 3.5.1\n\nI setup some shader to run on top of blender viewport and connected it’s update to `SpaceView3D.draw_handler_add`. The idea was that shader will only work in EDIT mode and if user exists it then it will automatically trigger some operator.\nLine that freezes Blender is `bm.to_mesh(context.object.data)` although it doens’t freeze right away.\n\nWhat I’ve found that if I call operator that edits mesh from bmesh then it freezes Blender entirely.\nCurrently as a workaround I moved operator’s code to some function and call it instead of because `bm.to_mesh(context.object.data)` doesn’t seem to freeze Blender when it’s called from handler without operator.\n\n\nEasy way to reproduce (create default scene, make sure cube is selected, run the script):\n\n```python\nimport bpy\nfrom bpy.types import SpaceView3D\nimport bmesh\n\nclass TestHandler:\n installed = None\n\n @classmethod\n def install(cls, context):\n handler = cls()\n cls.installed = SpaceView3D.draw_handler_add(\n handler, (context, ), \"WINDOW\", \"POST_VIEW\"\n )\n\n @classmethod\n def uninstall(cls):\n try:\n SpaceView3D.draw_handler_remove(cls.installed, \"WINDOW\")\n except ValueError:\n pass\n cls.installed = None\n\n def __call__(self, context):\n obj = context.object\n if obj.mode != \"EDIT\":\n TestHandler.uninstall()\n bpy.ops.test.test()\n print('HANDLER CALL FINISHED') # never printed\n return\n \n print('HANDLER FINISHED')\n\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"test.test\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST OPERATOR CALLED')\n bm = bmesh.new()\n\n # WITHOUT THIS LINE IT DOESN'T FREEZE\n bm.to_mesh(context.object.data)\n\n # still printed\n print('TEST OPERATOR FINISHED')\n return {\"FINISHED\"}\n \nclass TestSetupOperator(bpy.types.Operator):\n bl_idname = \"test.test_setup\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST SETUP OPERATOR CALLED')\n TestHandler.install(context)\n return {\"FINISHED\"}\n\n\nbpy.utils.register_class(TestOperator)\nbpy.utils.register_class(TestSetupOperator)\nbpy.ops.object.mode_set(mode=\"EDIT\")\nbpy.ops.test.test_setup()\n# freezes on the next step\nbpy.ops.object.mode_set(mode=\"OBJECT\")\n```\n\n",
"Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n\n\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n",
"Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```",
"Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n",
"Sculpt crash in certain scenario (PBVH vert number does not match)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.6\n\nCrash upon altering the model in any way.\n\n1. Open file\n2. Use a tool/brush to alter the model.\n3. Instant Crash\n\nI have updated GPU drivers and the latest Blender version as of today, still crashes.\n\nCould not find any duplicate bugs of crashes when interacting with models, only crash on startup and others. \n\nI expect my GPU is just too trash.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Goblin.crash.txt](Goblin.crash.txt)\n\n[Goblin.blend](Goblin.blend)\n",
"Crash undoing in certain scenario (disabling Global Undo)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.82a\n\nCrash undoing in certain scenario (disabling Global Undo)\n\nFrom the default startup file (order of operations is important here):\n- move the cube (could be any objectmode operator) {key G Z 3}\n- disable `Global Undo` in Preferences {key F4} > `Preferences` > `System` > uncheck `Global Undo`\n- add an armature {key Shift A} > `Armature`\n- go to pose mode\n- select bone\n- move bone\n- Undo {key Ctrl Z}\n - > crash\n\n```\n1 BKE_scene_object_base_flag_sync_from_base scene.c 2914 0x35b41a9 \n2 BKE_scene_set_background scene.c 2125 0x35b2957 \n3 setup_app_data blendfile.c 386 0x4b63950 \n4 setup_app_blend_file_data blendfile.c 416 0x4b639e4 \n5 BKE_blendfile_read_from_memfile blendfile.c 524 0x4b63e38 \n6 BKE_memfile_undo_decode blender_undo.c 88 0x4b62cc0 \n7 memfile_undosys_step_decode memfile_undo.c 193 0x486eb47 \n8 undosys_step_decode undo_system.c 214 0x4bb97ec \n9 BKE_undosys_step_load_data_ex undo_system.c 809 0x4bbb2df \n10 BKE_undosys_step_undo_with_data_ex undo_system.c 870 0x4bbb4a4 \n11 BKE_undosys_step_undo_with_data undo_system.c 880 0x4bbb4d3 \n12 BKE_undosys_step_undo undo_system.c 889 0x4bbb511 \n13 ed_undo_step_direction ed_undo.c 278 0x486c907 \n14 ed_undo_exec ed_undo.c 489 0x486d214 \n15 wm_operator_invoke wm_event_system.c 1332 0x3a17b06 \n16 wm_handler_operator_call wm_event_system.c 2161 0x3a198e3 \n17 wm_handlers_do_keymap_with_keymap_handler wm_event_system.c 2486 0x3a1a617 \n18 wm_handlers_do_intern wm_event_system.c 2782 0x3a1b591 \n19 wm_handlers_do wm_event_system.c 2914 0x3a1bafc \n20 wm_event_do_handlers wm_event_system.c 3445 0x3a1d2a3 \n```\n```\n \n```\n\n\n",
"Linked libraries+Cloth objects+LineArt -> Blender crashes\nOperating system: \"Linux Mint 20.1 Ulyssa\"\n\nGraphics card: NVIDIA Corporation TU106 [GeForce RTX 2060]\n\n**Blender Version** Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\n\nLinked libraries+Cloth objects+LineArt -> Blender crashes\n\nI'm in kind complex project. There're characters (roughly meshed, and bad rigged, but working), with 'clothed' hair, and all of them LineArted.\nMany of the scene files work ok, so they've not much characters. But I don't know why, some of them can't render more of a bunch of frames, even they crash when calculating something (i don't know if's about either cloth, collisions or LineArt modifiers, or whatever.\nMemory looks ok, a little is used.\nI attach both files: a scene, and the characters source (personajes.blend).\n\n - Load 's4 pl1 coleAna.blend'\n - Just 'Play' and wait.\n\n For me, it crashes after 5 frames or so.\n\nA simpler backtrace:\n\n# backtrace\n/home/klopes/soft/blender3/blender(BLI_system_backtrace+0x20) [0xb0b3460]\n/home/klopes/soft/blender3/blender() [0x10babdb]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fdfaf178210]\n/home/klopes/soft/blender3/blender() [0x2349478]\n/home/klopes/soft/blender3/blender() [0x234a454]\n/home/klopes/soft/blender3/blender() [0xb0b71dd]\n/home/klopes/soft/blender3/blender() [0x14b5b05]\n/home/klopes/soft/blender3/blender() [0x14b5dbb]\n/home/klopes/soft/blender3/blender() [0x14a49b7]\n/home/klopes/soft/blender3/blender() [0x14af7f0]\n/home/klopes/soft/blender3/blender() [0x14b182c]\n/home/klopes/soft/blender3/blender() [0x14b1a29]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x9609) [0x7fdfaf874609]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x43) [0x7fdfaf254293]\n\n- Python backtrace"
] | [
"Remesh-bug.crash\nOperating system: Linux-4.15.0-159-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 3.0.0 Alpha\n\nHi when I try to use the remesh command on this object, Blender crashes\n\n**crash-report**\n\n\n```lines\n# Blender 3.0.0, Commit date: 2021-10-18 21:38, Hash d7b231baa87e\nbpy.context.space_data.context = 'DATA' # Property\nbpy.context.object.data.remesh_mode = 'QUAD' # Property\nbpy.data.window_managers[\"WinMan\"].(null) = False # Property\nbpy.data.window_managers[\"WinMan\"].(null) = True # Property\nbpy.data.window_managers[\"WinMan\"].(null) = True # Property\nbpy.ops.object.quadriflow_remesh(use_mesh_symmetry=False, use_preserve_sharp=True, use_preserve_boundary=True) # Operator\nQuadriFlow: Remeshing completed # Info\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.delete(use_global=False, confirm=False) # Operator\nDeleted 1 object(s) # Info\nbpy.context.space_data.recent_folders_active = 0 # Property\nbpy.ops.object.hide_view_set(unselected=False) # Operator\nbpy.ops.object.select_all(action='SELECT') # Operator\nbpy.data.window_managers[\"WinMan\"].(null) = \"bool-obj\" # Property\nbpy.ops.object.move_to_collection(collection_index=0, is_new=True, new_collection_name=\"bool-obj\") # Operator\nObjects moved to bool-obj # Info\nbpy.data.scenes[\"Scene\"].(null) = True # Property\nbpy.data.scenes[\"Scene\"].(null) = False # Property\nbpy.ops.object.convert(target='MESH') # Operator\nbpy.context.space_data.params.filename = \"remesh-bug.blend\" # Property\nSaved \"remesh-bug.blend\" # Info\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\nbpy.ops.outliner.delete(hierarchy=True) # Operator\nSaved \"remesh-bug.blend\" # Info\nbpy.context.object.data.remesh_mode = 'QUAD' # Property\nbpy.ops.object.quadriflow_remesh() # Operator\n\n# backtrace\n/home/pafu/Software/blender-3.0.0/blender(BLI_system_backtrace+0x20) [0xaf71120]\n/home/pafu/Software/blender-3.0.0/blender() [0x109e04b]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3f040) [0x7fb4c2537040]\n/home/pafu/Software/blender-3.0.0/blender(AUD_Device_getRate+0x3d) [0x9ce251d]\n/home/pafu/Software/blender-3.0.0/blender(BKE_sound_scene_playing+0x20) [0x118d760]\n/home/pafu/Software/blender-3.0.0/blender(wm_event_do_handlers+0xa6) [0x149b416]\n/home/pafu/Software/blender-3.0.0/blender(WM_main+0x20) [0x1491620]\n/home/pafu/Software/blender-3.0.0/blender(main+0x31e) [0xf875ae]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7fb4c2519bf7]\n/home/pafu/Software/blender-3.0.0/blender() [0x109a9ac]\n\n# Python backtrace\n\n```\n\n- Open .blend file\n- {nav Object Data Properties > Remesh > Quad > QuadriFlow Remesh}\n- Refer image for the settings\n{F11295360}\n{F11295382}\n\n",
"Blender crashes with meshes with zero length edges\nOperating system: Linux-4.15.0-159-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 3.0.0 Alpha\nWorked: blender-2.83.19-candidate+v283.edee6f911c81\n\nHi I report this problem that occurs in Blender 3.0 and Blender 2.93LTS, when I apply the modifiers on an object with the Booleans that I created from several cylinders joined together, a main one joined to other two cylinders with a Boolean union obtained using the collections .
\n\nWhen I execute the Remesh command from the obtained object Blender goes into Crash, while if I recreate the same geometric composition in Blender 2.83 where the booleans with the collections are not supported the problem does not happen and the calculation of the Remesh command is successful and generates the new topology.\n\n- The modifier was applied to a copy of Cube with holes by using **CTRL+A** > **Visual Geometry to Mesh**\n\nThis is a report generated from this previous (https: //developer.blender.org/T92355) but which was not deemed a Remesh related bug by Sebastian Parborg, so I had to create this new report to fix this anyway.\n\n
Thanks for your attention and I hope this issue is addressed, as this does not happen with Blender 2.83.\n\n**crash report**\n\n```\n# Blender 3.0.0, Commit date: 2021-10-21 10:07, Hash e79e86018e38\nbpy.context.space_data.show_restrict_column_viewport = True # Property\nbpy.context.space_data.show_restrict_column_select = True # Property\nbpy.data.scenes[\"Scene\"].(null) = False # Property\nbpy.data.scenes[\"Scene\"].(null) = False # Property\nbpy.data.scenes[\"Scene\"].(null) = True # Property\nbpy.data.scenes[\"Scene\"].(null) = False # Property\nbpy.data.scenes[\"Scene\"].(null) = True # Property\nbpy.data.scenes[\"Scene\"].(null) = True # Property\nbpy.ops.object.duplicate_move(OBJECT_OT_duplicate={\"linked\":False, \"mode\":'TRANSLATION'}, TRANSFORM_OT_translate={\"value\":(0, 0, 0), \"orient_axis_ortho\":'X', \"orient_type\":'GLOBAL', \"orient_matrix\":((0, 0, 0), (0, 0, 0), (0, 0, 0)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"view2d_edge_pan\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.object.duplicates_make_real() # Operator\nbpy.ops.object.convert(target='MESH') # Operator\nbpy.ops.transform.translate(value=(-4, -0, -0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(1, 0, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nSaved \"retopology-experiments.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nbpy.context.object.data.remesh_mode = 'QUAD' # Property\nbpy.data.window_managers[\"WinMan\"].(null) = False # Property\nbpy.data.window_managers[\"WinMan\"].(null) = True # Property\nbpy.data.window_managers[\"WinMan\"].(null) = True # Property\nbpy.ops.object.quadriflow_remesh(use_mesh_symmetry=False, use_preserve_sharp=True, use_preserve_boundary=True) # Operator\n\n# backtrace\n/home/pafu/Software/blender-3.0.0/blender(BLI_system_backtrace+0x20) [0xafd5480]\n/home/pafu/Software/blender-3.0.0/blender() [0x10a9d6b]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3f040) [0x7f87e6131040]\n/home/pafu/Software/blender-3.0.0/blender(AUD_Device_getRate+0x3d) [0x9d4678d]\n/home/pafu/Software/blender-3.0.0/blender(BKE_sound_scene_playing+0x20) [0x1199690]\n/home/pafu/Software/blender-3.0.0/blender(wm_event_do_handlers+0xa6) [0x14a8b96]\n/home/pafu/Software/blender-3.0.0/blender(WM_main+0x20) [0x149edb0]\n/home/pafu/Software/blender-3.0.0/blender(main+0x31e) [0xf9287e]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f87e6113bf7]\n/home/pafu/Software/blender-3.0.0/blender() [0x10a66cc]\n\n# Python backtrace\n```\n\n- Open .blend file\n- Select the cube on the left with the modifiers applied
and perform the procedure below\n- {nav Object Data Properties > Remesh > Quad > QuadriFlow Remesh}\n- Refer image for the settings\n\n[retopology-experiments.blend](retopology-experiments.blend)\n\nThis is the same file but I've remade the boolean without collection that is not supported by 2.83LTS and works fine\n[remesh-B2.83lts.blend](remesh-B2.83lts.blend)"
] |
Wireframe bug
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41
Broken: version: 2.82 (sub 6)
Worked: (optional)
Wireframes in 2.82 alpha ain't looking has good has in 2.81.
Start Blender, add meshes, use Wireframe Overlay, compared to 2.81 to 2.82.
*Update: This seems to be a Windows issue, on Linux it looks fine.
2.81 (Windows)

2.82 Alpha (Windows)

2.82 Alpha (Linux)
 | [
"The bridge tool fails in a situation with multiple rows of faces facing each other\nWin10 Pro 64 bit; AMD Ryzen 2700X; Nvidia GTX 1060 6GB; 32 gigs RAM\n\nBroken: hash d1be30f (buildbot build May 4).\nWorked: never\n\nIn a situation where you have multiple rows of faces that face each other across empty space (with other areas where they face away from each other). The bridge tool (even with*loop pairs* checked) is unable to give priority to the direction the normals are facing. The result of this is that instead of getting nice bridges among the multiple rows of cubes, the tool produces faces that overlap and have zero area. As hinted, the*loop pairs* checkbox in this case does not do anything and the result is the same.\n\nOpen the .blend, invoke the bridge operator (the result is the same whether or not \"loop pairs\" is selected.\n\n**blend**\n[IffyBridge.blend](IffyBridge.blend)\n\n[IffyBridge.blend](IffyBridge.blend) (updated blend)\n\nAn additional note; I submitted this issue years ago, but it was never fixed and I couldn't find my old report. If the bug is not going to be fixed, then just close this as a todo item or with a \"won't fix\" tag.\n",
" LineArt: (Collection) Issue for Cameras in Orthographic View\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nChecked in Blender version 3.4.0 Apha, commit date: 2022-10-08 02:26 - same issue\n\nFor orthographic Camera without any shifts - Line art modifier (for a Collection) showing lines for objects behind other objects - which otherwise should not be visible. And some lines are not visible which should be.\nHappens with contours option in the Line Art modifier. Slight rotation on z axis solves the issue.\n\nNoticed issue with some specific frames on my complete blend file.\n\nOpen attached blend file and go to front orthographic view.\n\n[BugReport01.blend](BugReport01.blend)\n\n",
"Baking Procedural Wave Textures\nOperating system: Win10\nGraphics card: Nvid 2080ti / 3090 \n\n3.4 (and others)\n\nCannot bake these textures correctly. \n\nCreate an object. \nAdd a wave texture, set it to uv, and scale it to show many even lines. \nAdd a color ramp to tighten those lines, setting it to constant. \nPlug this into the bump/normal to make raised lines. \nNow bake this. \n\nThe lines will be a broken mess most of the time. I have tried almost every trick I can find/think of, and nothing makes this better. \n\nI am not sure it's a bug, but it is certainly a problem.\n\n",
"Hidden Particle paths draw solid [2.79 draws them half transparent]\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nComparison of particle hiding Blender 2.81 beta and 2.79. I wrote earlier that the particles are not hiding, and this is so fixed?\n\n",
"Interface. Sculpt mode, checkbox title not react to click\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n",
"Working sliders are faded in the overlays panel\nBroken: 3.0\n\n**Short description of error** \nthe wireframe and wireframe opacity sliders are faded in the overlays panel even when they're working.\n\nFor better visibility, delete the cube, add a suzanne, press ctrl+3 to subdivide it, then apply the modifier.\nIn the Object Properties, under viewport display, turn on \"show edges\" OR set the object to \"Display As: Wire\".\nIn the viewport's Overlays panel, drag the wireframe threshold and wireframe opacity sliders. Make sure that you are in solid shading and the wireframe option is off in the overlays panel. \nThe sliders are faded even though they are working.",
"Backfacing wireframes show gaps in Edit Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.1\n\nIn Edit Mode backfacing wireframes are sometimes hardly or not visible. This is especially noticeable when an edge loop is selected (see attached video). It seems as if they are covered by edges that are actually behind them. Maybe I'm missing something, but I've played with a lot of settings.\n\n[Blender Wireframe Gaps 01-1.m4v](Blender_Wireframe_Gaps_01-1.m4v)\n\n",
"Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)",
"Improved way to display weight painting colors\nWeight group colors in vertices blend between their neighbors by going through the entire range of values between the 2 points\n\n\nFor example if a vertex has a 1.0 (red) value and one of it's neighbors has a 0.0 (blue) value, the face will show a rainbow interpolation going trough orange, yellow, green, cyan and finally blue\n\n\nIn certain situations where each of the vertices of a face have different values (like 1.0, 0.5, 0.75, 0.0) it will create weird intersections in the middle that look like there is a vertex there that doesn't exist\n\n\nThe problem is even worst when the wireframe is not displayed and we only see gradients of colors indicating vertex values that do not exist\n\n\nThe solution is to fix the color blending mode to simply **mix** between the 2 neighboring colors. This way it is very clear that vertices have values of 1.0, 0.75 and 0.5 and nothing in between.\n",
"Can't see wireframe (vertex, selected components) through semi-transparent object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 10)\nWorked: c26f470cfeea is last I have by hand\n\nIn the viewport, you can't see wireframe (vertex, selected components) through a semi-transparent object\n\n[75106.blend](75106.blend)\n1 - Create 2 objects one behind the other \n2 - Make front object semi-transparent (via Object properties > Viewport Display > Color > Alpha\n3 - Select the second object in Edit mode\n\n",
"Redesign Graph editor Header and Menus to 2.80 Blender UI standards\nThe current graph editor menus have slowly evolved and not been evaluated carefully. As a result, the header menus are a bit of a mess:\n\nHere some options are really hard to parse and arranged oddly (for intance, Show Handles and Show \"Only Selected Keyframe Handles\" are related, but seperated from each other, and it is really hard to parse what they do, some options like \"AutoMerge Keyframes\" don't belong at all in View.\nThis design task is to work towards making the header area in the graph editor match blender design, so that options are found in an expected place, similar to e.g. the 3D View header which has received more attention:\n\n\n - Reorganize the header so that similar items are in similar places, e.g. pivot and snapping options should be centered\n - Add an overlay menu and organize some of the clutter in the view menu so it makes more sense, and fits a (Blender) users expectations of where things should be\n - Reorganize all the menus if needed, and move items that don't belong (e.g. the aforementioned AutoMerge Keyframes) to a logical place\n - Potentially upgrade the editor to use the tool system and have two lines in the header for options, etc.\n\n",
"Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n\n",
"Sliders not being seamless overlap by sliders UI\nBroken: 3.3.0 from 2.8\nWorked: 2.79 All visibility icons hide behind sliders\n\nIf `bpy.context.space_data.show_sliders = True` and left panel is reduced, visibility eye icon hides under the slider each three rows .\n\n\n- Have more than two keyframes visible in Curves editor (it starts at index 1 and then it repeats its 4 loop).\n- Enable Show Sliders in {nav Graph Editor > View > - [ ] Show Sliders} (`bpy.context.space_data.show_sliders = True`)\n- Decrease the space of the the Source List Panel (Left Panel)\n\n[Sliders_Overlay_Visibility_Icon_Curves_Editor.blend](Sliders_Overlay_Visibility_Icon_Curves_Editor.blend)\n",
" Freestyle renders extra lines\n%%%--- Operating System, Graphics card ---\n1st PC: Win7 64bit & Quattro 2000\n2nd PC: Win7 64bit & Nvidia 560ti\n\n\n\n - Blender version with error, and version that worked ---\n2.68a\n\n - Short description of error ---\nFreestyle produces lines through objects as they are transparent\nI build a moving staircase and some lines of the glass roof appear \"randomly\" through the walls.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\n\nI just created objects + render. %%%",
"object display as wire , invisible when overlay is turned off \nwin 10\nintel i5\namd radeon \n\nblender 2.8 \n6b39dc7672eb\n\n\nNot sure if it's abug or intended behaviour \n\nWhen an object is set to wireframe ( object properties , viewport display ) , when overlays is turned off , the object is not shown "
] | [
"[Workbench] Wireframe rendering error (overlapping parts of wireframes don't render at all)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 6)\nWorked: version: 2.82, commit date: 2020-11-27, hash: `4659fa5471`\n\nWireframes in newest daily builds appear like this for me at least:\n\nI tried to resolve the situation by reducing the view clipping to something minimal but it still doesn't help the situation. Many parts of the wireframe aren't drawn correctly and I suspect those areas are in places where there is another, \"hidden\" wireframe edge drawn behind them.\nViewport or Themes settings in the preferences don't alter the result, at least I couldn't find any helpful setting.\n\nAttached is the blender file from which I took the screenshot.\n[wireframe-error.blend](wireframe-error.blend)\n\n"
] |
Action constraint evaluation time option crash
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.71
Broken: version: 2.91.0 Alpha
Action constraint new option to use evaluation time cause a crash
Add action constraint to default cube
Enable evaluation time checkbox
- crash--
| [
"crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n",
"Segfault when encountering exception with props dialog open.\nOperating system: Linux\nGraphics card: Intel\n\n\nBroken: 2.92, 2.93.0\n\n\nWhen an `Exception` is raised in the `.invoke()` method of an operator while a props dialog is open, Blender does a segfault:\n\n`Unhandled exception thrown: read access violation. op->type was nullptr.`\n```\n>\tblender.exe!ui_layout_operator_properties_only_booleans(const bContext * C, wmWindowManager * wm, wmOperator * op, int layout_flags) Line 2517\tC\n\n \tblender.exe!uiTemplateOperatorPropertyButs(const bContext * C, uiLayout * layout, wmOperator * op, eButLabelAlign label_align, short flag) Line 2560\tC\n \tblender.exe!wm_block_dialog_create(bContext * C, ARegion * region, void * userData) Line 1391\tC\n \tblender.exe!ui_popup_block_refresh(bContext * C, uiPopupBlockHandle * handle, ARegion * butregion, uiBut * but) Line 586\tC\n \tblender.exe!ui_block_region_refresh(const bContext * C, ARegion * region) Line 399\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 754\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 867\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1066\tC\n \tblender.exe!WM_main(bContext * C) Line 654\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 523\tC\n```\n\n\n[#88929.blend](T88929.blend)\n\n- Open file\n- Run script",
"Vega GPU crash during render\nOperating system: Debian 11 bullseye x86_64 Linux 5.10.0-17-amd64\nGraphics card: gfx900 AMD/ATI Vega 10 XTX [Radeon Vega Frontier Edition]\n\nHip info: \n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release hipconfig\nHIP version : 5.2.21152-4b155a06\n\n== hipconfig\nHIP_PATH : /opt/rocm-5.2.1\nROCM_PATH : /opt/rocm-5.2.1\nHIP_COMPILER : clang\nHIP_PLATFORM : amd\nHIP_RUNTIME : rocclr\nCPP_CONFIG : -D__HIP_PLATFORM_HCC__= -D__HIP_PLATFORM_AMD__= -I/opt/rocm-5.2.1/include -I/opt/rocm-5.2.1/llvm/bin/../lib/clang/14.0.0 -I/opt/rocm-5.2.1/hsa/include\n\n== hip-clang\nHSA_PATH : /opt/rocm-5.2.1/hsa\nHIP_CLANG_PATH : /opt/rocm-5.2.1/llvm/bin\nAMD clang version 14.0.0 (llvm-project roc-5.2.1 22204 50d6d5d5b608d2abd6af44314abc6ad20036af3b)\nTarget: x86_64-unknown-linux-gnu\nThread model: posix\nInstalledDir: /opt/rocm-5.2.1/llvm/bin\nAMD LLVM version 14.0.0git\n Optimized build.\n Default target: x86_64-unknown-linux-gnu\n Host CPU: znver2\n\n Registered Targets:\n amdgcn - AMD GCN GPUs\n r600 - AMD GPUs HD2XXX-HD6XXX\n x86 - 32-bit X86: Pentium-Pro and above\n x86-64 - 64-bit X86: EM64T and AMD64\nhip-clang-cxxflags : -std=c++11 -isystem \"/opt/rocm-5.2.1/llvm/lib/clang/14.0.0/include/..\" -isystem /opt/rocm-5.2.1/hsa/include -isystem \"/opt/rocm-5.2.1/include\" -O3\nhip-clang-ldflags : -L\"/opt/rocm-5.2.1/lib\" -O3 -lgcc_s -lgcc -lpthread -lm -lrt\n\n=== Environment Variables\nPATH=/usr/local/bin:/usr/bin:/bin:/usr/games:/home/ian/.local/bin\n\n== Linux Kernel\nHostname : *****Linux***** 5.10.0-17-amd64 #1 SMP Debian 5.10.136-1 (2022-08-13) x86_64 GNU/Linux\nNo LSB modules are available.\nDistributor ID:\tDebian\nDescription:\tDebian GNU/Linux 11 (bullseye)\nRelease:\t11\nCodename:\tbullseye\n```\n\nBroken: blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release\nWorked: N/A\n\nBlender crashes when attempting to render more complex scenes on Vega GPU.\n\n[lone monk demo](lone-monk_cycles_and_exposure-node_demo.blend)\n./blender ../lone-monk_cycles_and_exposure-node_demo.blend\nrender on gpu\n\n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | tee log.txt\nRead prefs: /home/ian/.config/blender/3.3/config/userpref.blend\nRead blend: /home/ian/Downloads/lone-monk_cycles_and_exposure-node_demo.blend\nWARNING: Shader warning [node_vertex_color]: Invalid attribute.\nMemory access fault by GPU node-1 (Agent handle: 0x7f2683fa6400) on address 0x7f2400000000. Reason: Unknown.\n[1] 25965 abort ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | \n 25966 done tee log.txt\n```\n\n```\n:0:rocdevice.cpp :2652: 2702732952 us: 249488: [tid:0x7f1dd0b76640] Device::callbackQueue aborting with error : HSA_STATUS_ERROR_MEMORY_APERTURE_VIOLATION: The agent attempted to access memory beyond the largest legal address. code: 0x29\n[1] 249488 abort ./blender --factory-startup --debug-all\n```",
"Crash playing animation with rigid body\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.83.1\n\nAfter opening a blend file (ver BLENDER-v280RENDH). The frame starts at 25 upon opening it. I changed the frame to 0. I pressed space to play then the application closes.\n\n[Whiskers Away.blend](Whiskers_Away.blend) \n- Open file\n- Rewind to frame 1 {key Shift Left}\n- Seek to frame 0 {key Left}\n- Play animation\n\nCrash doesn't happen every time. Redo all steps in such case. There is about 30% probability to reproduce successfully.",
"Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)",
"python render.render() calls frame change handler even if it's rendering a single frame. Leads to recursion and crash if handler executed render.render() in the first place.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Beta\n\n\n\nImmediate crash of blender with any addon that calls render.render() from a frame change handler. It only happens when changing the playhead position in the timeline using the mouse, not when manually entering a frame number, or when using the left right arrows. So the problem appears to be that when blender/blender-addons#60094 was closed, the resolution didn't account for changing the frame with the mouse in the timeline.\n\nHere's a simple script to test with. Open in the blender text editor, click run, and then change the frame by clicking an area of the timeline so that the playhead jumps to that frame.\n\n[newbug.txt](newbug.txt)\n\nerror:\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6317BAB2D\nModule : blender.exe\nThread : 000026fc\nWriting: C:\\Users\\3diWorkstation\\AppData\\Local\\Temp\\simple.crash.txt\n\n[simple.crash.txt](simple.crash.txt)\n\nvideo:\n\n[2021-06-01 16-55-49.mp4](2021-06-01_16-55-49.mp4)\n\n",
"Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)",
"Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)",
"Python Operators that add/remove ID data without an undo step crash Blender\nOperating system: Win 10\nGraphics card: GTX 1070\n\nBroken: 2.8.3, 2.9 aed11c673efe\nWorked: 2.8.0\n\nUndoing after object linking to the scene crashes blender. I used the latest daily build\n\n1. Load the crash blend file [crash_modal.blend](crash_modal.blend)\n2. Run the script attached\n3. Click in viewport to add a new object, and then press ESC\n4. Press Ctrl+Z to undo\n5. Crash..\n\n",
"Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)",
"blender crash if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value",
"Material Preview (EEVEE) can cause access violations when switching to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.3\nWorked: N/A\n\nSwitching to edit mode with material preview (EEVEE) enabled results in a crash \n(Log from my machine produced with the joined blender file also joined to this report)\n\nusing the file joined in this report:\n- Open the scene\n- Select \"Circle.039\"\n- Switch to material preview\n- Attempt to enter edit mode on \"Circle.039\"\n\n",
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash",
"Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n\n\n\n\nThank you for your time and hard work.\n\n\n\n\n"
] | [
"Crash on Action constraint without action\nOperating system: Linux-5.8.4-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nCaused by 64583f3e8d\n\nCrash on Action constraint without action\n\n[action_constraint_crash.blend](action_constraint_crash.blend)\n- Open file (has an action constraint without an action already)\n- Crash\n[action_constraint_crash2.blend](action_constraint_crash2.blend)\n- Open file (has an action constraint with an action)\n- Remove the action\n- Crash\n\n"
] |
Hair doesn't show in Eevee render
Operating system: Win 7 64
Graphics card: GTX 1080ti
Broken: blender-2.80.0-git.69b2f5268114-windows64, blender-2.80.0-git.0b6dbbc306b0-windows64
Worked: blender-2.80.0-git.1d908bffddb4-windows64
The hair no longer renders.
Click the cube, add hair and render.
**Additional note**
blender-2.80.0-git.0b6dbbc306b0-windows64 could somehow render some hair. I had a linked rig whose hair showed in the render (it was created in a previous version), but any new hair or any new linked or appended rig doesn't render hair. | [
"Shading Problem in Eevee in Top Orthonographic View When the Scale is not Applie Yet\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\nWorked: Never\n\nThere is a strange shading problem in Eevee that happens when the object is scaled and the scale is not applied yet. The light needs to be at certain angle to make it appear. The problem also has to do with the topology of the mesh, it is hard to notice with just one face (though still there as you can see it flickers when you scale it), but it becomes obvious when subdivided.\n\n\nBased on the attached .blend file \nOpen my .blend file, you can see there is a circle and a light in the scene. You can see the problem by turn on render view. The light is placed at certain angle to make the problem show. \nThe circle was created using the below steps:\n\n(0. delete or hide my circle)\n1. Shift A and add a circle\n2. Lower left corner menu, the fill type choose Ngon\n3. Scale it up a little, don't apply the scale, and you can see it flickers during the scaling process\n4. Edit mode, hit the a key to choose all, hit the i key to inset the circle, and then inset it again, and see it has to do with the topology\n5. Object mode, ctrl a apply the scale, the problem is gone, it has to do with the scaling.\n[Orthonographic Top View Shading Problem.blend](Orthonographic_Top_View_Shading_Problem.blend)\n\n",
"Particles animation dont show\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nemitter particles animation don't show movement when i press G shortcut to move the model that contain the particles but they don't show any movement, so i can't do an autokeying animation whit the desire movement of the mouse.\n\nadd a cube, put particle emitter, press space bar and G key to move, the particles don't show movement only flickering.\n",
"Material Preview (and final render in EEVEE) purple\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7263\n\nBroken: version: 2.83.0\nWorked: I don't remember this bug occuring in previous versions.\n\nI know, that materials should become purple when the texture is missing.\nBut the problem is that they not behave as they should even without applying textures and also with the default material.\nThis bug occurs in EEVEE:\n1) In material preview in properties\n2) In render\n3) Sometimes - in viewport\n\nIn a render, it is also a problem with the scene surface material.\nI attach some screenshots from material preview: they are all the same default material.\n\n\n1) Open Blender\n2) Press F12 or go to material preview in object settings.\n3) ... see the bug\n\n\n\n\n\n\n\n\n",
"Render problems\nOperating system: Windows 10 Pro Ameliorated\nGraphics card: RTX 3070 driver version 472.12\n\nBroken: v3.6 and v3.61\nWorked: v3.51 <- Using the same file created in v3.61\n\nWhile rendering a frames of an animated character, the current rendered animation frame usually shows in the 3D viewport in v3.51. However, in the broken version, it fails to show the current frame being rendered, nothing gets updated visually. Then eventually in the 3D viewport the character goes into its T pose for a few frames then the character starts losing visibility of its layers, at that point Blender crashes. \nI will create a .blend file if I am the only one getting this bug.\n\n",
"Using Sculpt Collision clips some of the hair curves in Rendered viewport shading\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Alpha\n\nEnabling the new Sculpt Collision, combing some hair and then switching to render mode clips parts of the hair.\n\n\n- Open attached file\n- Select CUDA device\n- Disable cage opacity property\n- Enable viewport rendering and comb curve hairs\n[Add hair curves, add some hair, activate Sclupt Collisions, comb the hair, hit render viewport shading]\n[attached .blend file (as simple as possible)]\n\n",
"Hair with negative clumping floats above emitter\nOperating system: Linux\nGraphics card: RTX2060\n\nBroken: 2.93.0 beta\nWorked: ?\n\nParticle_System Hair with a negative Clumping value \"floats\" above the emitting surface. Positive Clumping values remain anchored on emitter.\n\nsee attached .blend file. Further details in text-block \"notes\".[test028_grassNegClump.blend](test028_grassNegClump.blend)\n\n[system-info.txt](system-info.txt)\n\n",
"Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)",
"Poor hair editing performance\n{[F5901764](FurBall.blend)}Operating system: Windows 10 64-bit 1809\nGraphics card: NVidia GTX1080Ti\n\nBroken: 2.80 (sub 35), branch: blender2.8, commit date: 2018-12-08 17:06, hash: e79bb957fc3, type: Release\nWorked: 2.79b\n\nPoor performance when editing hair system using particle edit mode.\n\n1. Open FurBall.blend (attached) using Blender 2.80.\n2. Switch to Particle edit mode.\n3. Use any editing operation (e.g. Combing). Observe how slow and unresponsive it is.\n4. For comparison, repeat steps 1-3 using Blender 2.79b. The performance should be several times better.",
"Compositor in start up file does not show specific passes\nBroken: version: 3.1.0 Alpha\nWorked: Prior to 7e712b2d6a\n\nWhen loading the startup file, some passes will be missing from the compositor. For example the denoiser.\n\nHere is a video showing off the issue: [F12781327](Missing_Passes_in_Compositor.mp4)\n\nWatch the video above or follow the steps below:\n\n1. Start up Blender and change the render engine to Cycles.\n2. Go to the `Viewlayer Properties` tab and enable Denoising Data.\n3. Change one of the areas to the `Compositor` and tick the `Use Nodes` box.\n4. Take note of the passes that are available on the `Render layer` node.\n5. Select from the top of Blender `File -> Defaults -> Save Startup File`\n6. Close Blender\n7. Open a new instance of Blender 3.1 and notice that the `Render Layer` node is missing some of the inputs that should be there.\n\nHow it looks before you re-open Blender:\n{[F13081662](image.png), size=full}\n\nHow it looks afterwards:\n{[F13081667](image.png), size=full}\n\n\nExample of startup.blend:\n[startup.blend](startup.blend)",
"Regression: Mesh render artifacts\nOperating system: Windows 10\nGraphics card: GTX 1070 TI\n\nBroken: 3.1, 3.6\nWorked: (3.0.1)\n\nNormals on hair mesh is corrupted in newer versions of blender while being perfect in older ones.\nMesh name is LOD0_1_front_hair_omote597.\n\n- Open the attached .blend file\n- View the model/mesh in normals/ambient occlusion render pass (cycles)\n\n",
"Particle Edit Breaks After Selecting a Mesh with Cloth Physics\nOperating system: macOS 10.13.6\nGraphics card: NVIDIA GeForce GT 650M 1024 MB\n\nBroken: at least 2.82 up to 2.92 experimental (I suspect it never worked since 2.80)\nWorked: 2.79\n\nParticle edit behaves like object edit mode, but the UI shows \"Particle Edit\" being active.\n- There is no circle typical for the comb tool around the mouse cursor.\n- No additional key points to select or black hair strands are rendered.\n- Instead of e.g. combing you will move the object around once you drag with the mouse.\nBasically everything except for the UI stays in \"Object Mode\".\n\nEffect On (broken):\n\n\nEffect Off (works as expected):\n\n\nBased on the default startup:\n1. Go to \"Particle Properties\"\n2. Add a particle system\n3. Set its type to \"Hair\"\n4. Add a second particle system\n5. Set its type to \"Hair\" too\n6. Add a new mesh e.g. \"Plane\"\n7. Go to \"Physics Properties\"\n8. Add \"Cloth\" physics\n9. Select the original \"Cube\" again\n10. Switch mode to \"Particle Edit\"\n\nWays to reverse the effect (make \"Particle Edit\" work properly again):\n- Either: Make a new file and append both objects of the old file\n- Or: Delete one of the particle systems on the \"Cube\" and undo the operation\n\nEven after reversing it you can restore the effect by selecting the \"Plane\" once.\nAt least two particle systems are required for the effect.\n\nThe effect can even be saved and stays the same after loading from the file again.\nThus I was able to create two files one with the effect and one without.\nThe file without the effect is a little bigger in size.\n\n[EffectOn.blend](EffectOn.blend)\n\n[EffectOff.blend](EffectOff.blend)\n\nIt took me a whole day to find the cause and boil it down so far.\nHope it helps and that it can be fixed with the provided info.",
"The Hair Particles interprets the color from the newer vertex domain and float color types wrong\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nI am trying to modify hair color using color attribute (called as vertex color in previous versions). But hair particles simply ignores the color attribute. I just plugged in a musgrave texture and that works as expected but color attribute does not. I have attached a screenshot for a better understanding.\n\n\n\n\n",
"Command Line Rendering with EEVEE is slow\nWin 7 Pro 64Bit \nGTX 1070\nDriver: 417.22\n\nBroken:\nblender-2.80-606223f6a61-win64\n\n\nIf I render with EEVEE via Command Line, the GPU Load is around 40-50% (4min 33sec).\nRendered the same scene in a normal way via Gui, the GPU Load is around 90-98% (3min 20sec).\n\nIf I render the same scene with Cycles via Command Line, the GPU Load is around 90-98%\n\nblender -b PathToBlend -a\n\n\nI've tried several scenes with the same result all the time.\n\n[cube-eevee.blend](cube-eevee.blend)\n\n[cube-cycles.blend](cube-cycles.blend)\n",
"Eevee contact shadows appearing from objects with shadows disabled\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nversion: 3.5.1\n\nIssue:\nObjects in Eevee with the material setting \"Shadow Mode\" set to \"None\" still casts contact shadows.\n\nreplication:\nWith the default scene add a plane and scale it up so a visible shadow is being casted on it from the default cube, go into material settings of the default cube and set shadow mode to none. Then go to the default point light and enable contact shadows on it. (or view the blend file)\n\n",
"\"Material preview\" shows always eevee mat branch / never cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 6)\nWorked: never, I think\n\n\"Material Preview\" shows always the material output assigned to eevee, but I want the cycles branch. Changing renderengine or the active material output node doesn't change anything.\n\nOpen the blendfile and try to preview the material with \"cycles\" image - without going to rendered viewport. The material preview seems to always use the node tree going to the Eevee material output node, even when the render enging is set to Cycles.\n[specific_material_output.blend](specific_material_output.blend)\n\n\n"
] | [
"Particles don't render\n\nOperating system: Windows 10\nGraphics card: Nvidia\n\nBroken: blender-2.80.0-git.69b2f5268114-windows64\n\nWorked: blender-2.80.0-git.9c68ac0448b6-windows64\n\nParticles dont render, they show in viewport, they show on viewport preview render on cycles and eevee but when I do hit render, they dont render.\nThis was working on blender-2.80.0-git.9c68ac0448b6-windows64\n\n1. Add particles to the default cube, they show in viewport, \n2. render, and they dont show now!"
] |
UVWarp modifier stops working when you add a Boolean modifier
Operating system: Windows 10
Graphics card: Nvidia
Broken:
(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)
Worked: (optional)
Steps to reproduce
1. Create an object
2. Add 2 UVWarp modifiers (see link bellow)
3.add boolean difference
It's been more then 2 weeks and i can't understand why is not working ....
[Demo file ](bug-uv-warp.blend) | [
"Dynamic Paint doesn't update to original values on start frame\nOperating system: win10 64\n\nBroken: 2.81\n\nAdd *Dynamic Paint (Canvas)* to any mesh and try to set 0 as a start frame of simulation.\n\n1. Open file and see how Displace modifer doesn't affect mesh\n2. Run animation -> bake current cache\n3. First problem: see how weight is empty at the mesh origin (Displace modifier works except begining of animation)\n4. Second problem: return to frame 0 -> weight doesn't updated to original values (Displace modifier still active on vertex group)\n\n[dyn_paint.blend](dyn_paint.blend)",
"Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n",
"Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n\n\nChanges appears only after You enter to object mode.\n\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n",
"Bevel modifier disconnects vertices in the UV map\n{[F8713789](2KmuzHs.png)}Operating system: Windows 10 x64\nGraphics card: GTX 970\n\nBroken: 2.83.1, 47b6c332587ca45eddc98e75b3f563e2f17a0d47, probably all 2.8+ versions\n[SM_UVTest.blend](SM_UVTest.blend)\n\nWhen using an angle or weight limit on the Bevel modifier, vertices connecting beveled and unbeveled edges are split in the UV map, producing distorsions.\n\nAdded a blend file. To reproduce the issue, apply the Bevel modifier, and select all faces to see the problematic vertex in the UV editor. \n\nSome context is here : 1241831",
"Add Driver : Clicking the pickers (object / input variable) dont work\nBroken:2.80, 4c31bed6b46, blender2.8, 2018-11-30\n\nClicking the object picker in the `Add Driver` should enter object picking mode, but does nothing.\n\n\nBased on the default startup :\n- Select the **Cube**\n- Right click on **Location/X** and **Add a Driver**\n- Into **Object field**, click on the **picker**\n\n\n> In #58341#702152, @angavrilov wrote:\n> This happens because `ui_context_rna_button_active` within operators and poll functions invoked for the popover UI elements can't find the actual UI control in the popover, and instead returns the property UI control through the context menu of which the popover was invoked. It seems there is a big issue with context and region management in some popovers, and may require a fix in the UI core rather than a specific operator.\n> \n> Edit: Note that this issue is different from the picker attached to the Add Input Variable - that one is simply not (re-)implemented yet to work with the new way Add Driver works.\n\n\nEven though `Object` picker vs `Input Variable` picker are slightly different issues, will keep them together here since from a user perspective this is so tightly related.",
"(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode",
"Stabilize boolean's epsilon use, write tests\n**Motivation:** resolve bugs in boolean code.\n\n**Description:**\n\nCurrently booleans use epsilon comparisons in a non-uniform way,\ncausing near edge-cases for fall *in-between* detecting a segment and an end-point intersection.\n\nThis would resolve some of the open bug reports we have now.\n\n**Estimated Time:** 2 weeks\n\n- 1 week writing tests, make sure existing bug reports are covered by these tests.\n\n *This is very important since currently there aren't any good ways to know if a change to boolean code breaks edge cases.*\n\n- 1 week (max) to go over current boolean code and make all comparisons uniform\n\n *(may be a day or two as well, just needs to be done carefully, possibly re-working intersection code)*\n\n\n```\n",
"Selected Objects render state (hidden in renders) causes baking of black images (also these are visible in renders after baking, setting is not as it was before)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\nWorked: Cannot find any - tested back to 2.81\n\nIf rendering of the selected object is not enabled, then the baking will fail with a black image created.\nStrangely the rendering icon for this object will be automatically turned-on in the outliner - if you hover your mouse over.\nBaking will still fail - even though the icon now shows that rendering is enabled.\nTurning off render, then turning it back on again will fix the problem so that baking will now work.\n\nLoad the blend file attached (or use your own scene set-up for baking).\n[Bake selected to active has black image.blend](Bake_selected_to_active_has_black_image.blend)\nClick on Bake to confirm that the baking is successful.\n\nDisable render for the Selected object.\n\nClick on Bake again, and a black image will be created.\n\nNote that the Selected object still has rendering disabled.. Move your mouse into the Outliner above the render icon, and observe that rendering for the Selected object automatically becomes enabled.\n\nClick on Bake again and observe a black image is still created.\nDisable rendering for the Selected object, then enable it again.\nClick on Bake again and the baking will be successful.\n\n\nObservations:\n1) If rendering is disabled for the active object, then this error is shown.\n\n2) The bake duration is the same whether the rendering is enabled for the selected object or not. (Mine was taking a 2.5 minutes, and it took a long time to figure out what the problem was.)\n3) Saving the blend file and reloading fixes the problem - the state is persisted as render==enabled.",
"Live unwrap is non responsive if mesh has no boundaries and no seams.\nSubtask of #75007 see `LiveUnwrapCube.blend` and discussion.\n\nIf a mesh has no boundaries in 3D space (e.g. cube, sphere) and also no seams, then `UV Editor > UV > Live Unwrap` will fail and the unpinned UVs will not follow the movement of the pinned UVs.\n[Pin_two_no_seam.blend](Pin_two_no_seam.blend)\n\n\n\nOTOH if a mesh **does** have a boundary or seams, after the LSCM solver has found a solution, then the single-pin and two-pin interactions (translation, scale+rotation) are both well defined and unpinned UVs will follow pinned UVs in a familiar way:\n[Pin_two_all_seam.blend](Pin_two_all_seam.blend)\n\n\n\nThere are two possible fixes here.\n\nOne possible fix is to upgrade the LSCM algorithm to handle the case where there are no boundaries or seams, either by automatically adding seams if they are missing, or (equivalently) by adding additional constraints to the Least-Squares solver directly.\n\nA second possible fix is to detect the condition, leave the UVs unchanged on return from the LSCM solver, yet still provide the same user interaction for the one-pin and two-pin cases:\n\n\nAt this point, we need design input to determine which (or both?) of these fixes to implement.\n",
"Clip random marker placement in track/mask - not working in 2.8\nWindows 10 x64 with nVidia 1080\n\nBroken: 2.80, 2.83 @ be8879718e24e417d299eb298b8a9d4d2ca324ee\nWorked: 2.79 (because there was no collapsible floating redo panel)\n\nIt's impossible to add a mask (or tracking) using ctrl+left-click in the clip editor.\n\n\n[#57646-clip-marker-placement.zip](T57646-clip-marker-placement.zip)\n\n- Open the above blend file, or:\n - Start Blender in factory settings.\n - Add a VFX → Motion Tracking workspace.\n - Load a video file into the clip editor.\n- {key Ctrl Click} in the clip editor to add a marker.\n- Open the redo panel.\n- {key Ctrl Click} in the clip editor to add a marker, and see that the marker appears at an offset.\n- {key Ctrl Click} again and see that the position is now correct.\n- Close the redo panel.\n- {key Ctrl Click} in the clip editor to add a marker, and see that the marker appears at an offset.\n- {key Ctrl Click} again and see that the position is now correct.\n",
"Objects referenced in the `UVProject` modifier property are not snapped\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90 (sub 0)\n\nWhen i select an object as projector transform in the UVProject modifier it doesn't snap to the object I added the modifier to.\n\n- add cube\n- add an empty\n- add uvproject modifier to the cube\n- set the empty as projector transform\n- enable snaping to surface\nor\n- open attached file\nWhen moving the empty it does not snap to the cube\n[bug.blend](bug.blend)",
"Modifiers don't work on particle instances of a hidden object\nOperating system: Linux Mint 20.3 Cinnamon kernel 5.13.0-35\nGraphics card: 3400G\n\nBroken: 2.83\nWorking: apparently never\n\nRelated to #96367 (Crash when trying to snap to instances on an object)\nTo replicate bug, the instantiated Object (the one with a `Modifier`) has to meet the following conditions:\n* Must have a modifier (obviously)\n* Must be instantiated through a particle system. (instantiated through Geom Nodes is OK and through Dupli Verts/Faces hides the `Object` as well)\n* Must be hidden inside a collection with the `Excluded from View Layer` option enabled\n\nAnd the instantiating Object (the one with `Particle System`) has to meet the following conditions:\n* Must be referenced by a `Camera` in the \"`Focus on Object`\" field\n* In the outliner, the `Camera` object must be placed in a `Collection` before the instantiating Object\n\n|||\n| -- | -- |\n|Camera placed before |Camera placed after\n\n # Open the attached file\nUnhide collection or switch `Camera` and `Plane with particle system` collections order (via Drag and Drop) get around the problem.\n[Camera 'Focus on Object' - particle system issue.blend](Camera__Focus_on_Object__-_particle_system_issue.blend)",
"Generated Texture Coordinate Node In Shader Creates Broken Pattern Upon Applying Subdivision After Armature Modifier \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1\nWorked: Blender 3.2\n\nWhen I use the Generated value of a Texture Coordinate node, and have a modifier stack with an Armature above and a Subdivision below, it creates a really weird result [broke.blend](broke.blend)\n\n\n - Check the .blend file and simply activate the Subdivision modifier on the model\n\n\n\n\n",
"Modifier sub-panel drawn over selection outline\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.0 Alpha\n\nThis is just a visual bug and nothing serious, but I wanted to point out that the sub-panel background is drawn on top of the selected modifier outline, which causes it to look broken up when expanded. This is visible but not obvious in the default theme, but very obvious in custom themes where the sub-background alpha is set to 1. \n\n\n\n1. Add a Bevel or Subdiv modifier\n2. Expand a sub-panel \n3. Set the properties editor Sub Background theme color to an alpha of 1 \n\n",
"Contradictory labels in UI. Naming of boolean properties sometimes positive, sometimes negative.\nOperating system: Any\nGraphics card: Any\n\nBroken:\nBlender 2.80.74 aka rc2\n\nInconsistency in naming leads to contradictory info.\n\n- Open Blender\n- Select an object on the scene (add one if you have nothing...)\n- Go to Object properties panel\n- Scroll down to Visibility\n- Hover \"Show in Renders\"\n- A pop-up info label reads \"Globally disable in renders\", so now you're not sure what happens if you check the box\n- Check the box\n- Open the Info Editor, the last line will read \"bpy.context.object.hide_render = True\"\n\nSo now we have three different nomenclatures for the same thing. Two that are contradictory within the UI and one that is the opposite naming of what's in the UI.\n\nInstead of having properties named \"show_name\" and some others \"hide_viewport\", all such boolean properties could be named \"show_function\" or \"enable_function\" so that you don't have to negate the negation as in hide_viewport = False\n\nSince Blender 2.8 is a breaking release, it is the time when you can implement coherent naming. After that, it's going to be much more difficult.\n\nOf course that's by far not a priority since it doesn't break Blender."
] | [
"Animated Boolean breaks textures\nWindows 10\n\nBroken: fcc88a6bf04\n**Worked:** 2.79b\n\n\ncreate 2 objects with one of the object boolean the other object\nanimate one of the objects so that the boolean is cutting through the objects (al of this works)\nad a mapped material or procedural material the object being differenced out but the boolean object\nthe texture should either default, average out or do something strange.\n\nWhen reproduce its works attached is the file that doesn't work we believe it is some the something to do with the way the textures are mapped. {[F5034736](Animated_Bool.zip)}We have tested this but still not sure already \n\n\nthanks \n\nAd\n"
] |
Gravity ignores units scale
Ubuntu 16.10, GeForce GTX 950M/PCIe/SSE2
Broken: 2.77a
When dropping an object from 20m high, it takes about 2 seconds before it hits the ground. At 60fps this is sqrt(20*2/9.81)*60=121.16 frames. As it starts falling at frame 1, it should hit the ground around frame 122. Blender does this correctly.
Now if the scale is set to 0.1, that 20m becomes 2m. Dropping an object from 2m high should take sqrt(20*2/9.81)*60=38.3 frames. Hence the object should hit the ground at frame 39. However, it doesn't and still hits the ground at frame 122.
[gravity.blend](gravity.blend)
- Open the file gravity.blend
- Press N and select the pole to see that it is 20m high, indicating that the bottom of the cube is 20m above ground.
- Click play animation (alt+a)
- When the cube hits the ground pause the animation (alt+a)
- Compare frames 121 and 122 and note that it correctly hits the ground at frame 122.
- In the 'properties' area under the 'scene' tab in the 'units' section, set 'scale' to 0.1.
- Note that the pole's hight now has changed to 2m.
- Note that the gravity is still shown as -9.81m/s².
- Rewind the animation and play again.
- Note that the cube still hits the ground at frame 122, instead of the expected frame 39.
**Workaround**
- Change the gravity to -98.1m/s² (i.e. divide the gravity by the applied scale).
- Rewind the animation and play again.
- Note that the cube now hits the ground at frame 39.
**Related bugs**
[#27311 ](T27311) Maximum value of physics gravity is too small
[#40925 ](T40925) Scene gravity hard limited
| [
"Movie clip playback FPS is reduced in 3DView.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 9)\nWorked: ~2.79\n\nWhen a movie clip is read into a background image and displayed on a 3D view, the FPS decreases in a sequence of 2K or more.Even in full HD, FPS decreases a little.\nThere is no problem if you play only with the movie clip editor.\nRegardless of file format or file size, resolution seems to be involved.\nThere was no problem if the resolution was dropped to 2k or less.\nEven if the sequence is full HD, the FPS will drop slightly. There is no problem if it is less than Full HD.\n\nBelow is a comparison with 2.79 under the same conditions.\n\n2.83\n[Blender 2020-03-18 21-57-40.mp4](Blender_2020-03-18_21-57-40.mp4)\n\n2.79\n[Blender 2020-03-18 21-56-03.mp4](Blender_2020-03-18_21-56-03.mp4)\n\n\n[#74814.blend](T74814.blend)\n\n\n- Open file\n- Play animation (and make sure it is not able to play at 1200FPS)\n# In properties editor, toggle Show Background Image\n\nFPS rate will drop significantly",
"Copy Rotation Constraint - adding rotations causes unexpected behaviour\nOperating system: Windows\nGraphics card: GTX 1650 Max-Q`\n\nBroken: v2.81a, v2.81, v2.82\n\nWhen adding a Copy Rotation constraint to an object, the `Add` mode seems to not work correctly\n(or at least how I would expect it to work). For example, setting the rotation of the object to (x,x,x) and\nthe target to (-x, -x, -x) does not consistently result in having no net effect. The value for which this *stops* \nworking is x >= 54.\n\n1 - Add an object, give it a rotation of (80, 80, 80), Euler XYZ (default)\n2 - Add an empty, give it a rotation of (-80, -80, -80)\n3 - Add a Copy rotation constraint on the object, and set the target to empty\n\nThe included `bug.blend` file contains an animation that goes over the values of x as described in the\nabove example from 0-100. The problem can be seen around halfway through the animation at the\ncritical value above.\n\n**Result**\nObject seems to have a weird rotation, which is not the expected outcome. The same happens\nwhen only one of the axes is rotated more, and also when they don't necessarily add up to 0.\n\nThis has been tested on multiple Windows machines.\n\n[bug.blend](bug.blend)\n\n\n\n\n\n\n\n\n",
"Sculpting laggy and weak from some directions.\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.1\nWorked:Never(2.80+)\n\nWhen i try to sculpt from from below, using radius unit: scene, sculptings get laggy and the stroke is weak.\n\nI'm trying to sculpt stones for a wall in place.\nThe sculpting works fine if i first move the stone i'm working on to the scene origin. This adds a lot of work as i want to for example put bevels on all objects first, then go on with cracks and other features!\n\nTo reproduce:\nOpen file, sculpt from top and bottom\n\nFile is default sculpt template with sphere moved up by 5 and using scene radius.\n\n",
"soft body issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWith some soft body basic setting sometine the object go crazy and disappear, with almost same setting sometime it work fine. \n\nMake a Suzane and a subsurf by 3 applied, make a plane for the floor and make it collision.\nMake Suzane softbody and uncheck the goal button. Make pull and push a hight value (9.5 for exemple) and a hight Bending value (like 9). Bake it and see what append, if it work just tweak a little bit the setting and sometime the scene go crazy (Suzane disappear at frame 2 or 3).\nIf I reduce the poly count (suzane with subsurf at 2) it append less but sometime the same thing append.\n\n\n",
"Low unit scale values show wrong Values and Units in sliders\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: not in 2.80 or 2.83\n\nWhen the unit scale is too low (< 0.0001 e.g. 0.00009), the values in all sliders will jump up to the value they would have with a unitscale of 1.0. This causes problems with the clipping planes of the viewport camera (didn't do this in 2.80). This seems to be independend of the unit system (metric/imperial).\n\nIf this is a known limitation then the shown precision of the unit scale slider should reflect that. Also a fix for the clipping plane issue is needed as that did work in 2.80.\n\nBased on default startup.\n1. In Scene Settings: enable seperate units\n2. set unitscale of 0.00009 or less (metric r imperial)\n3. observe what the dimensions sliders tell you about the dimension of the default cube.\n4. observe the buggy floor grid in the viewport probably due to the same bug in the clipping sliders (wasn't there in 2.80)\n",
"Blender 2.80.* Video Editor: Timeline breaks upon time-remapping.\nOperating system: Linux Mint 19.1 Tessa 64-bit\nGraphics card: Radeon 7570M 1Gb\n\nBroken: 2.79\nWorked: -\n\nChanging the \"Time Remapping\" setting to\n**25 Old**\n**100 New**\nCauses issues with the timeline in the Video Editor window. It shows items as they were, without visually scaling the timeline, however the timeline itself looks unchanged. The seek bubble moves separately from the seek bar as well.\n\nWhen clicking where you'd expect frame 25 to be, it actually moves the cursor to the wrong location. See attached screenshot and .blend files below.\n\n\nOpen a video in the video editor, set the time remapping, observe the broken timeline.\n\n\n[issue.blend](issue.blend)",
"Nodes: Different mouse drag effect for float properties\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.5.0 Alpha\n\nDrag step inconsistent of float data type that between of geometry nodes in modifier and editor.\nAnd float of vector also.\nThis caused the mouse to drag far to reach the maximum value when going from 0-100.\n\n\n[drag_step.blend](drag_step.blend)\n\n",
"Rigid Body Constraints break when copying its empty object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nCopying a rigid body constraint via CTRL+C / CTRL+V breaks it permanently (you have to remove and re-add the constraint to make it work again).\n\n- Create a simple rigid body constraint setup. You can use this file to start: [bug_rigidbodyconstraints_copy.blend](bug_rigidbodyconstraints_copy.blend)\n- Select all objects\n- CTRL+C to copy\n- CTRL+V to paste\n- Move the new objects a bit to avoid clipping, and play the animation - the active object just falls down\n- Fixed by removing and manually re-creating the constraint on the Empty.001 object\n\nThis does not happen when using SHIFT+D to duplicate.\n\n---\n\nSeems like the dependency graph loses the connections between the constraint and the rigid body objects after copying.\n\nWorking (before copy): \n\nBroken (after copy): ",
"Rigid Bodies do not interact properly when animated\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2070\n\nBroken: Tested on 2.93.6, broken on assumedly many more\nWorked: Unknown\n\nRigid bodies do not interact with each other properly when one of them is deformed via Armature Modifier.\n.\n- Add an Object as a Rigid Body (Passive, Animated), and rig it to an Armature.\n- Have the bone(s) controlling said Rigid Body be animated (e.g setting an axis of rotation to #frame/30)\n- Add another Object as a Rigid Body (Active) to interact with the first one\n- The Passive Object moves, but the Active Object will only interact with it as if the Passive Object is stuck on Frame 1.\n\nThis could be due to how the Rigid Body settings are not considered a Modifier like Collision, Cloth, Dynamic Paint, or Fluid (reinforced by how a Cloth Object interacts correctly with a Collision Object deformed by an Armature Modifier)[rigidbodyissue.blend](rigidbodyissue.blend)",
"Video reference doesn't load at the frame where it was saved if the mode was not object mode\n## Simplified Report\n\n- Add a movie reference image object.\n- Set the scene frame to 10.\n- Add a cube and enter Sculpt mode\n- Change the frame number to 20.\n- Save the file and reload.\n- The reference movie displays frame 10 even though the scene is at frame 20.\n- This seems to happen because the scene frame was changed and saved in non Object mode\n\nSeems to objects `ImageUser` that is used for saving is not the same as the one used for drawing, and the `framenr` is only updated for the ob used in drawing?\n\n## Original Report\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\n\nVideo reference does not load at same place left when closing and reopening blender.\n\nLoad a video file as a reference or a background. Scrub to a random location not at 0 for the video's duration. Save and close blender. Reopen blender. You will notice that the timeline is on frame 22 (for example) but the reference video is displaying frame 0. It would be nice if since you are on or saved on frame 22 that the reference video would load in the startup of blender on frame 22 of its playback as well.\n[Linework Finished.blend](Linework_Finished.blend)\n\n",
"rigid body behaves incorrectly when there is a cloth simulation on a passive object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nrigid body does not take into account cloth simulation, even if it is noted that the shape for collisions is a mesh after all modifiers\n[2022-07-19 22-53-31.mp4](2022-07-19_22-53-31.mp4)\n1. create an object with a rigid body\n2. create an object with cloth simulation and rigid body\n3. play simulation",
"Motion Blur glitches, the further an object is placed from the world origin (even with no motion)\nMac Os 10.14.5\nRadeon Rx580 \n\nBlender 2.8 & 2.81 Beta (5/11/19 build)\n\nObjects are seriously corrupted when the motion blur checkbox is ticked, even when there is no camera or object motion.\n\nI have attached a simple project with only a Cube, Camera & light... & placed it 500,000m from the world origin on the Y-axis.\n\nThe image is distorted in rendered camera view...moving the cube backwards towards the world origin fixes the issue at around 50,000m\n\nMoving the object further away (try adding a zero to push the cube 1,000,000 from the world origin) distort the object more.\n\nSwitching off motion blur on the (static!) camera restores the image quality.\n\nI'm doing a space animation with some large distances involved, & this bug has just bitten me. I'd appreciated if others could confirm.\n[Motion Blur Draw Distance Test.blend](Motion_Blur_Draw_Distance_Test.blend)\n\n\n\n",
"Driven values do not change with units\nOperating system: Windows-10-10.0.20206-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: No working versions (at least >= 2.79)\n\nWhen creating a driver from an unlabeled value, pasting it into a field that accepts units of measurement will always use meters rather than the Scene unit.\nThis means that for a scene using inches, a driver with a value of 1 will translate to approx. 39.\nWhile this prevents things from changing when units change, this is not ideal as exactly re-converting in an expression is impossible.\n(It is highly unlikely someone working specifically in inches will want to input their values in meters.)\n\n- Create a new project, and change the units. (in this case, to Inches)\n- Copy a new driver from an unlabeled value. (ex. array count)\n- Paste the driver into a field with a unit label. (ex. constant offset value)\n\n[#80649.blend](T80649.blend)",
"Measuring tool reports incorrect diameter of circle\nOperating system: Linux-5.19.0-42-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.182.03\n\nBroken: version: 3.5.1\nWorked: unknown, but this bug has been present since at least 3.0.1\n\nMeasuring tool reports incorrect diameter of circle.\n\n1. Create new General file\n2. Change length unit from meters to millimeters\n3. Add a Mesh->Circle with the default radius of 1 ( mm )\n4. Activate the Measuring Tool, and measure the diameter of your circle\n\nExpected result: 2 mm\nObserved result: 2000 mm ( +/- the accuracy of the user's operation of the tool )\n\nSee attached screenshot for the status at this point.\n\nThe same behavior can be observed with Imperial units, as shown in the second screenshot. The default length unit here was changed to inches, and Blender reports that a 1\" radius circle has a diameter of ~24\".\n\n\nConclusion: Non-default unit settings are not applied to the measuring tool.\n\n",
"Animated particle emitter refuses transforms within simulation range\nOperating system: Win8.1x64\nGraphics card: 3xgtx580\n\nBroken: 2.79, 2.82\n\nAn animated object with a particle system it is not properly transformed in the frames within the simulation range.\nIn **Blender 2.79** the object jumps back to it's animated location on confirmation on hotkey or widget transformation.\nIn **Blender 2.82** the object doesn't even transform, but its particles does.\n\nTemporarily setting particle system Subframes parameter to 0 seems to be a workaround, eliminating the behavior.\n\nHere is a gif showing the bug in 2.82 and 2.79:\n\n\n- Open attached file\n- (G)grab move the emitter\n[particle-subframes.blend](particle-subframes.blend)\n\nIn blender 2.82 you must change the visibility of objects. If you want to skip this step, use this file:\n[particle-subframes-283b.blend](particle-subframes-283b.blend)"
] | [
"Physics ignores unit scale\n(Model units centimeters. Scale 0.1)\n\nA simgle ball 10cm diameter placed 1m over a simple plane should free-fall down to the plane in exactly 0.45s [(Physics calculation) ](free-fall). \nAt 60fps this should be 27 frames.\n\nIn Blender (with simulation speed left to 1) the fall takes 87 frames; as if physics in blender work 3 times slower than in reality.\nWe could artificially bump the simulation speed to 3, but shouldn't the default be physically accurate to start ?"
] |
sculpt mask can't be see with imported fbx character with armature and shape keys
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60
Broken: version: 2.80 (sub 75)
Worked: (optional)
sculpt mode: on objects imported in FBX (character) with Modifier Armature and a series of Shape Key , the masking works but is invisible.
_import fbx character with outfits from Character Creator or DAZ studio. switch to sculpt mode on a garment, paint a mask ... the show / hide mask function does not work, it is invisible.
However, the mask exists and is functional.
| [
"Disabled Selectability: it is still possible to enter other modes (The new Switch Objects operator, py API, ...) - should this be prevented?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAfter trying the new Switch Objects operator in Sculpt Mode and Edit Mode, I noticed that the operator completely ignores if an object has Disable Selection active or not in the Outliner.\n[Desktop 2020.09.19 - 22.58.16.01.mp4](Desktop_2020.09.19_-_22.58.16.01.mp4)\n\n1. Have two separate objects in your scene. Go into Sculpt Mode or Edit Mode with one object.\n2. Use Disable Selection in the Outliner on the object you are not selecting in Sculpt Mode/Edit Mode.\n3. Click on the object that uses Disable Selection. You will be able to select it regardless.",
"New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n",
"Overlay in Curve Sculpt mode to display the actual editable geometry (e.g. guide curves)\nAs we are moving along with developing the grooming feature set and adding more native procedural operations to edit hair, it gets more important to have visual feedback on what is the actual geometry that can be sculpted in sculpt mode.\n\nThe solution is to add a viewport overlay displaying the curves that are used for the interaction with the scultping tools.\n\nOpen questions are:\n- Where is that overlay toggled?\n- How exactly does this overlay look like/is drawn?",
"Render Region widgets do not appear when active object is not a camera\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01\n\nBroken: version: 3.5.1\nAlso broken: version: 3.6.0 Alpha\n\nWhen there is any active object in scene the render region widgets are invisible.\n\nDefault scene.\nCtrl+B to set render region\nNo widgets are visible\n\nDelete all objects\nThe render region widgets are visible and accessible.\n\n\n",
"Armature Object's \"Display As\" does nothing\nOperating system: Linux-5.3.0-26-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 6)\nWorked: version: 2.79 release.\n\nWhen I add an armature and change the Viewport Display Mode, nothing happens.\n\n\nOpen the blender;\nDelete the default objects;\nAdd an Armature, single bone;\nIn the Properties Panel, Object Properties, Viewport Display:\nChange 'Display As' to anything, it doesn't work.\n\n\n\n",
"PyAPI: template_modifiers doesn't work in the viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nThis was working outside the context of the Properties Editor prior to 9b099c8612 -- when it was still template_modifier(md).\n\nDisplaying the dafault modifier layout doesn't work in the viewport (in the sidebar or in a popup). template_modifiers() gives errors:\nPanel type 'MOD_PT_Array' not found.\nPanel type 'MOD_PT_Bevel' not found.\nPanel type 'MOD_PT_SimpleDeform' not found.\n... \n(interface_panel.c, line 292)\n\nBased on the attached file:\n1. Run the script in the text editor to create a panel in the sidebar called \"Modifiers\"\n2. Verify that the modifiers don't show up and there are errors in the console\n3. Click the \"Modifier Popup\" button\n4. Same thing should happen with the popup\n\n[template_modifiers_bug.blend](template_modifiers_bug.blend)\n",
"Randomization in Mask Brush for Curves Sculpt Mode\nRef #96673 (Masking tools for curves sculpt mode.).\n\nDepends on #96850 (Mask Brush for Curves Sculpt Mode).",
"Invisible color picker in the preferences menu\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\n\n**Short description of error**\nDepending on your position in the preferences menu the colour picker becomes invisible\n\nDepending on your position in the themes menu (preferences/themes), the colour picker may be above or under the setting you want to change, but there is a specific position in which the colour picker becomes invisible. This bug only occurs if there are multiple settings above, at least one submenu open and you edit one of the settings in the middle. E.g. \"Inner\" and \"Inner selected\" in the user interface section. The colour picker is not only invisible but also not functioning. The \"RGB\" and \"HSV\" sliders work as well as the \"HEX\" section.\nClosing the picker and scrolling down the page, only by a single line (up or down) fixes the glitch, also resizing the window works. \n\nBased on the default startup\n\n",
"Sculpt mode: Set Pivot to Mask Border doesn't work with the initial mask generated by the Box/Lasso mask tools\nWin 10\n\nBroken: blender-2.81-382e7ce9ecfb-windows64\nWorked: ?\n\nThe Set Pivot to Mask Border function doesn't work with the initial mask generated by the Box/Lasso mask tools.\n\nLaunch Blender\nOpen the Sculpting template (File ➞ New ➞ Sculpting)\nChoose the Box or Lasso mask tool\nMask a part of the mesh\nSelect one of the Transform tools (just to see the pivot)\nRun the Set Pivot to Mask Border (Sculpt menu ➞ Set Pivot ➞ Pivot to Mask Border)\n*And nothing happens* \n\n[2019-10-18_18-09-13.mp4](2019-10-18_18-09-13.mp4)\n\n**Note**, if I \"blur\" the mask **(Mask menu ➞ Smooth Mask)** then the \"Pivot to Mask Border\" will start working.\n\nAlso, masks generated with the regular mask brush don't have this problem...",
"If the user changes the OS terminal to one that cannot be hidden by its clients, then blender cannot hide it\nOperating system: Win11 (also probably true on Win10)\nGraphics card: 3090\n\nBroken: 3.1\nWorked: probably N/A\n\nWhen Windows Terminal is set as the default terminal Blender will launch under it, but can't hide it - the terminal will always be visible and Window>Toggle System Console doesn't work.\n\nUpdated from Harleys comment - since Blender can't work with Windows Terminal and it breaks the use model and menu choice, change this to a request to have Blender only use the old style Windows terminal regardless of the default terminal. \n\nWindows Terminal is a Microsoft replacement for the default cmd window, supporting tabs, settings and other advanced features. \n\n - Install Windows Terminal (Microsoft Store or otherwise)\n - Open it, on the tab bar click the down arrow\n - Click Settings in the menu (or just hit Ctrl-,)\n - Set Default terminal application to Windows Terminal\n - Close, start blender which launches from a Windows Terminal\n - Close the terminal and Blender quits\n - Toggle System Console doesn't work either\n```\n\n```\n\n",
"2.80 FBX export simplify key not working as expected\nThe 'Simplify' keys option doesn't appear to work correctly\n\n**Goal** \n- to export all channels with keys.\n- keep keys that are the same value (flat curves).\n- not add keys to channels that don't have keys.\n\nWith 'simplify' set to 0.01 up to 1 - all keys that have a flat curve are removed, even rotations that are not 0,0,0.\nWith 'simplify' set to 0 (disabled) - all animate-able channels are keyed, even if there are no curves/keys on them. \n\nThis means there is no way to export with keys on only the channels I animated. \n\n**Should this be fixed???**\nSimplify shouldn't remove curves that are flat (especially if the values are not default) - or it should be a check box.\nDisabling 'simplify' shouldn't add keys to un-keyed channels - we have 'Force Start/End keying' for that.\n\n**Current workaround**\nI can get what I want by ensuring all bones with currently flat curves have some small tweak to make them not flat. Bit of a PITA as you might expect. \n\nIf these can't be fixed or aren't considered bugs then we don't have full control over animation exported from Blender in FBX files :( \n",
"Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n",
"Wireframe not visible with X-ray in weight paint mode.\nOperating system: Win10\nGraphics card: GTX 1070\n\nBroken: 3.0.0\nWorked: 2.93.6\n\nWireframe on other side of mesh can't be seen through faces when x-ray is enabled.\n\n[#94704.blend](T94704.blend)",
"Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n",
"Sculpt Mode: Expand Mask not properly snapping to face sets\nOperating system: Linux-5.15.0-56-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: never\n\nWhen using mask expand via `Shift A` it is common to hold `Ctrl` to snap the expansion to face sets.\nThis is the most direct way of filling face sets with a mask.\n\nThe issue is that expand seems to pre-determine which vertex is assigned to which face set for snapping.\nThis is not ideal, since it can lead to inconsistent results along the face set boundaries.\nIf the face set is small enough it can also lead to the expand operation having no effect.\n\n\nNotice in the image how the pink face set is unmasked on the left boundary but masked on the right boundary.\n\nThe ideal result would be that the expansion is always fully snapping to any vertex that is part of the face set.\n\n- Add a monkey primitive\n- Create some face sets with the Draw Face Set brush \n- Use `Shift A` to expand a mask\n- Hold Ctrl to snap to any of the face sets\n"
] | [
"mask visibility in sculpt mode using shape keys or generative modifiers\nOperating system: Windows 10\nGraphics card: nvidia 1060 Ti\n\n2.8 RC2\n\nIf you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.\n\n\n- Add UV Sphere\n- Sculpt mode\n- Paint a mask\n- Create shape keys\n\n\nOr from the default startup:\n- in sculptmode, `Mask` > `Invert Mask` (default cube should turn dark)\n- strokes dont have an effect now (this is expected)\n- add **any** generative modifier to the default cube (e.g. triangulate)\n- back in objectmode, save the file\n- reload the file\n- enter sculptmode\n- no mask is visible\n- strokes dont have an effect now (this is confusing since you are not aware masks prevent an effect since you dont even see the masks)\n\n(note we have the option `Use Deform Only` in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)",
"Sculpt masks are not visible when generative modifiers are present\nOperating system: Windows-10Pro 64-Bit.\nGraphics card: Intel(R) Core(TM) i3-4010U CPU @ 1.70GHz\n\nBroken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35,\nWorked: ?\n\n\nSculpt masks are not visible when generative modifiers are present\n\n\nfrom the default startup:\n- in sculptmode, `Mask` > `Invert Mask` (default cube should turn dark)\n- strokes dont have an effect now (this is expected)\n- add **any** generative modifier to the default cube (e.g. triangulate)\n- back in objectmode, save the file\n- reload the file\n- enter sculptmode\n- no mask is visible\n- strokes dont have an effect now (this is confusing since you are not aware masks prevent an effect since you dont even see the masks)\n\n(note we have the option `Use Deform Only` in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)\n\noptions.html says that \"Constructive modifiers (like Subdivision Surface, Mirror and other) get deactivated, because they could give inaccurate results.\" but does that mean masks are not working with them?\n\n----\n\n\nOriginal description:\n\nI was modeling a model. When I tried to sculpt the model...the sculpting tool wasn't working (Knowing that the scale is uniform). I tried multiple solutions but It's not fixed. Although it works just fine with other .blend files, it, however, doesn't work with this specific file (Project).\n\n\n- Open `Rolls Royce Car 3D.blend`\n- Go to sculpt mode\n- Remove shape key `Key1`\n- Now the sculpting mask color appears. (Mask color should always show)\n- go back to object mode, save and reload the file --> mask is again NOT showing in sculptmode\n- in sculptmode, remove any modifier from the modifier stack --> sculpting mask color appears again\n- go back to object mode, save and reload the file --> mask is again NOT showing in sculptmode\n- only after removal of the last modifier in the stack, the mask is reliably showing in sculptmode\n\nOriginal description:\n\nSculpt mode>> Try sculpting anything selected. Nothing happens.\n\n"
] |
OpenVDB File does not open when filepath includes non-latin characters
Operating system: Windows 11
Graphics card: NVIDIA GeForce RTX 2070 Super
Broken: 3.2.2
Worked: None
OpenVDB File does not open when filepath includes non-latin characters. Of course this does not happen when filepath only consists of latin characters

It's simple. make a volume object and use the VDB file from the path that includes non-latin characters.
[Cloud_1.VDB](Cloud_1.VDB) | [
"USD: Attribute import warnings and errors\nBroken: latest master branch\n\nAttempting to read certain USD attribute types generates warnings and errors in cases where conversion should be possible\n\nReading the attached `read_attribs_test.usd` (originally provided by @Bone-Studio) generates the following warnings and errors. Although it's to be expected that some attributes can't be handled (e.g., non-array floats and ints), it seems like we should be able to convert point3[hfd] and perhaps string arrays.\n\n> Error: Generic primvar primvars:dopobject: invalid type string[]\nWarning: Unsupported type string for mesh data\nWarning: Unsupported type string for mesh data\nWarning: Unsupported type int for mesh data\nWarning: Unsupported type int for mesh data\nWarning: Unable to get array values for primvar primvars:neighbors\nError: Generic primvar primvars:orient: invalid type quatf[]\nError: Generic primvar primvars:patchname: invalid type string[]\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nError: Generic primvar primvars:target_path: invalid type string[]\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\n\n",
"AVI Raw index corrupted\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0\nWorked: Never\n\nRendering AVI RAW file will create file with invalid or corrupted index. This seems to happen only with 3840x2160 resolution.\n\n\n[#80482.blend](T80482.blend)\n\n- Open file\n- Render animation\n- Open rendered file in VLC\n",
"Mantaflow: OpenVDB glitches due to Adaptive Domain\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: Blender 2.91.0 (b522e834ec30)\nWorked: never\n\nThe Adaptive Domain causes the smoke to shift when imported as a volume object (Import OpenVDB)\n[VDB_Ad_D-vid-C.mp4](VDB_Ad_D-vid-C.mp4)\n\n**Exact steps to reproduce the error (based on the .blend file)**\n[VDB_Adaptive_Domain.blend](VDB_Adaptive_Domain.blend)\n1. Enable Adaptive Domain.\n2. Bake the smoke simulation.\n3. The file uses relative paths, so it should import the cache automatically after the first step, but if it doesn't, select fluid_data_0001 and load the cached files.\n4. Play the animation.",
"filter_glob update is not taken into account until user click on \"Refresh File List\"\nOperating system: Linux Mint\nGraphics card: Nvidia RTX\n\nBroken: master\n\nfilter_glob update is not taken into account until user click on \"update\"\n\nRun the following script. This script is based on default Operator File Export, with some change.\nChanges are:\n- the type EnumProperty has now an update function\n- In this function, we changed the filter_glob\n\nThe new filter_glob is not taken into account, until the user update the list with \"Refresh File List\"\nThe file list should refresh automatically when filter_glob changes\n\n[operator_file_export.py](operator_file_export.py)",
"filter_glob not working with filenames\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.201.1151.1008\n\nBroken: version: 2.90.1\nWorked: 2.83\nBroken by 1f223b9a1f\n\nThe filter_glob parameter does not work for the operator.\n\n\nCreate file called \"test\" (Not something.test)\n\nRun this script and run the generated operator.\n\n```\nimport bpy, bpy_extras\n\n\nclass IMPORT_OT_test(\n bpy.types.Operator, bpy_extras.io_utils.ImportHelper\n ):\n\n bl_idname = 'import_test.test'\n bl_label = 'Import Test'\n filter_glob: bpy.props.StringProperty(default='test', options={'HIDDEN'})\n\n def execute(self, context):\n return {'FINISHED'}\n\n def invoke(self, context, event):\n return super().invoke(context, event)\n\n\ndef menu_function(self, context):\n self.layout.operator(IMPORT_OT_test.bl_idname, text='test')\n\n\nbpy.utils.register_class(IMPORT_OT_test)\nbpy.types.TOPBAR_MT_file_import.append(menu_function)\n\n```\n\nWhen the explorer window opens, you will not be able to find files named test. These files will be hidden.\n",
"Artefacts with volume motion blur\nOperating system: Linux-5.15.0-25-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n\nWhen rendering VDBs with motion blur, I get a lot of artefacts in the shadows (?), especially when rendering with the GPU.\nThese artefacts look the same on Windows and Linux with different nVidia cards (RTX 2070 and GTX 1080ti).\nHere's an example MP4 of how they look in an animation (watch the dark splotches on the floor plane):\n\n[VB_GPU_MB.mp4](VB_GPU_MB.mp4)\n\n- Unpack and open the attached blend file\n[Volume_MB_Bug_v01.zip](Volume_MB_Bug_v01.zip)\n- Press F12 to render, by default it should use GPU + motion blur:\n\n- Switch off motion blur:\n\n- Switch to CPU and turn motion blur back on:\n\n- And finally CPU without motion blur:\n\n\n",
"Files don't appear in File Browser while Asset Browser loads assets\nOperating system: Linux-5.8.0-59-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14735 Core Profile Context 21.10\n\nBroken: version: 3.0.0 Alpha\n\nLinux: When opening a file or import a file while the Asset Browser loads assets, the files do not shown up in the File Browser. Only after all assets were loaded. This happens with at least the 4 lasts builds.\n\n\nOpen an Asset Browser with an asset library that takes a moment to load, open >File > Open , then the directory contents do not appear in the File Browser\n",
"I18n: many keymap sections cannot be translated\nOperating system: 'Linux-5.19.0-35-generic-x86_64-with-glibc2.36'\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2\n\nBroken: 3.5.0 Beta, branch: blender-v3.5-release (modified), commit date: 2023-03-07 16:08, hash: 8f1136e018cf, type: Release\nWorked: ?\n\nIn the keymap user preferences, shortcuts are grouped according to a hierarchy of topics. Many of these topics can be translated, but not all, as some are not extracted at all to the .po files. The first of those in the hierarchy is “3D View -> Mesh -> 3D View Tool: Edit Mesh, Extrude Region”, seen here in the French translation:\n\n\n\n- Open the user preferences\n- Switch the translation language to a complete one (e. g. French)\n- Go to the keymap preferences\n- Open the 3D View -> Mesh hierarchy (in French, *Vue 3D* -> *Maillage*)\n- Scroll down\n- The translations stop at 3D View Tool: Edit Mesh, Extrude Region\n\n-----\n\nSo the problem with this is that not all of the keymap topics get extracted by the i18n script. The issue there happens in `walk_keymap_hierarchy()`. If the item in the hierarchy is not a string, it is skipped. This happens for tools defining their own keymap, because they use a function instead of a string as the name.\n\nIn turn, the issue is in `keymap_hierarchy.generate()`. If run in the interface, the hierarchy will contain only strings as topic names. However, if run in the background, some of them will still be functions, presumably because it relies on there being a window manager.\n\nTo verify this, run:\n```\nblender --background --python-expr \"import bpy; from bl_keymap_utils import keymap_hierarchy; from pprint import pprint; pprint(keymap_hierarchy.generate()[5][3][1])\"\n```\nversus:\n```\nblender --python-expr \"import bpy; from bl_keymap_utils import keymap_hierarchy; from pprint import pprint; pprint(keymap_hierarchy.generate()[5][3][1])\"\n```\nThe background version prints:\n```\n ('3D View Tool: Object, Add Primitive (fallback)', 'VIEW_3D', 'WINDOW', []),\n (<function _keymap_fn_from_seq.<locals>.keymap_fn at 0x7f3948a5b2e0>,\n 'VIEW_3D',\n 'WINDOW',\n []),\n```\nWhile the foreground version prints:\n```\n ('3D View Tool: Object, Add Primitive (fallback)', 'VIEW_3D', 'WINDOW', []),\n ('3D View Tool: Edit Mesh, Extrude Region', 'VIEW_3D', 'WINDOW', []),\n```\n\n**TL;DR** `keymap_hierarchy.generate()` doesn’t return a usable keymap hierarchy when run in the background.\n\n",
"OpenEXR DWA compression should not apply to non-color data passes\nLinux Mint 17.3 \n\n2.78c\n\nI write you because i've been testing alot with DWAA and DWAB. But there are major features missing. First of all. Blender need a Compression Tab kind of Setup button. I dont find anything in the release build 2.78c.\nI uploaded a screenshot from the compositing app Natron to explain what i mean. \n\nSecond important thing is to make sure which passes get compressed and which are not. So it would be a good idea to create checkerboxes on each layer with a boolean description of \"i want to compress this layer or not\" \n\nLayers with Capital letters not gonna get compressed. please read more in the foundry forum about that topic.: 125476\n\nCheers.",
"Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases",
"Preferences: `Interface Font` doesn't open path set in `File Paths`\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.67\n\nBroken: version: 3.3.0\nWorked: never\n\nWhen hitting the folder icon button to open the file browser to select an interface font, it does not open the path set for fonts under Preferences > File Paths.\n\n1. Set folder path for fonts\n\n2. Open file browser under Preferences > Interface > Text rendering\n\n\n",
"Non-themeable property in nonlinear animation\nOperating system: Windows 10\nGraphics card: 1080ti\n\nBroken: 2.93\nWorked: ???\n\nThere is a property that is always blue in all of the shipped Blender themes, and which cannot be changed. I don't know the name, since I don't think it appears in the UI...\n\n",
"Can't type tilde (~) in text editing mode - Blender enters fly/walk navigation immediately\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\nOS Language: Brazilian Portuguese\nKeyboard layout: United States (international)\n\nBroken: version: 2.90.0\nWorked: don't know\n\nUsing the `ENG` layout the tilde (~) is in this position on the keyboard:\n\n\nIt can be entered by pressing {key Shift `}.\nHowever, this is the shortcut of another operator:\n\n\nThis conflict causes the `VIEW3D_OT_navigate` operator to run instead of the `FONT_OT_text_insert`.\nPressing {key Shift `} (grave accent) enters into fly/walk navigation even when in text editing mode. This makes it impossible to type letters with tilde (i.e. \"**ã**\") directly into Blender.\nThe workaround for now is typing the text I need in another program and then pasting into Blender.\nThis is quite annoying, specially for someone who speaks another language, or has the tilde in his name, even if one uses the English user interface.\nThis bug might be related to #66607.\n\n\n - Open Blender with a new file.\n - Add a text object.\n - Enter text mode ({key TAB}).\n - Press {key Shift `}\n\nThis enters the fly/walk navigation mode immediately, instead of registering the tilde deadkey.\n\n",
"Geometry Nodes: Mismatching data types connections work differently from other node editors\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.5.0\n\nFloat math node overrides color data, even though it is muted. Same setup works in shader editor without problems.\n\nOpen file and activate *Viewer* in GN. Expected result: colored output (judging by shader area behavior)\n\n",
"The Arabic language appears reversed\nBroken: 2.79, 2.80, 2.81, ...\n\nThe Arabic language appears reversed\n\n\nExample text: القرآن"
] | [
"openvdb cache does not support unicode paths\nOperating system: windows7 64 Bits\n\nBroken: 2.83.4 branch: master\n\nWhen the Data File Format of the fluid is set to openvdb, it does not work properly in the folder with unicode.\nThen the vdb file with unicode cannot be imported into blender.\n\nIn order to ensure the normal display of unicode characters, I found some emoji as the path...\n[Path with emoji❤.zip](Path_with_emoji_.zip)\n[Files with emoji❤.vdb](Files_with_emoji_.vdb)\nThe steps to implement this bug are to import this vdb file and check that the openvdbCache folder uploaded above did not generate density_0001.vdb correctly"
] |
Unchecking Load UI setting crashes Blender when opening a file
Windows 7
NVIDIA GeForce GT740
AMD FX-6120
16 GB DDR3
Broken: 2.74 Release Candidate (Windows 64 Installer)
Worked: 2.73a
After turning off the setting "Load UI" in the user preferences, Blender will crash any saved file you click to open. I'm only certain this error occurs on my machine and with the Windows 64 bit Installer version of 2.74 RC. Sorry if this is not the area to report release candidate bugs, please correct me if it's not so I can post in the proper area next time.
Open Blender
Go to File/User Preferences/ Select the File Tab
Uncheck "Load UI" setting and press "Save User Settings".
Save your current Blend file anywhere on your hardrive (any blend file and name it anything)
Close Blender
Click on the Blend file you saved to open it up
Blender crashes (note: this does not happen when loading the file from Blender's file manager)
| [
"Reading from old 2.79 file. Mesh deform broken.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n\n\nAfter loading to 2.83.8+ versions\n\n\nFile\n[MD.blend](MD.blend)\n",
"Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\n",
"EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n",
"Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Running a script that registers an operator from the same operator crashes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIf you execute an `bpy.ops.text.run_script()` through the operator through the panel in a Text editor, then blender crashes.\n\nP.s. maybe it's my fault and I did something wrong, but is blender supposed to crash?\n\nCopy the script or download the file:\n```Py\nimport bpy\n\nclass Op(bpy.types.Operator):\n bl_idname = 'op.op'\n bl_label = \"Op\"\n def modal(self, context, event):\n bpy.ops.text.run_script() # <------- here -------\n return {'FINISHED'}\n def invoke(self, context, event):\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n self.layout.operator(Op.bl_idname, text='Click me')\n\n\nclasses = (Op, Panel)\n\ndef register():\n for c in classes:\n bpy.utils.register_class(c)\ndef unregister():\n for c in reversed(classes):\n bpy.utils.unregister_class(c)\n\nif __name__==\"__main__\": register()\n```\n\n",
"Some meshes causing crash on file opening since Blender 3.4\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nOpening some files in Blender 3.4 was causing a crash. The source was narrowed down to a mesh that might be corrupt in some way, and upon entering Edit Mode crashes 3.3 too, however 3.2 did not crash on opening the file, thus at least allowing to delete such meshes.\n\n[Amphitheater-cedar3.blend](Amphitheater-cedar3.blend)\nOpen the file -> Crash",
"Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)",
"Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n\n\n\n\nThank you for your time and hard work.\n\n\n\n\n",
"Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n",
"Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n",
"2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault",
"Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n",
"Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n",
"Importing a keymap with a default name makes a non deletable copy\nBroken: version: 3.2.1\n\nAfter importing a keymap configuration with the name \"Blender\" it created a copy of the default setting that is impossible to remove from the UI at least.\n\n\n\n\n\nImport a keymap setting with a default name\n\n\n**Fix**\nDelete keymap configuration from the user folder directly \n\n> \\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\scripts\\presets\\keyconfig\n\n\n"
] | [
"Blender crashes opening a .blend file with double click or dragging and dropping it on to the executable\nMobile Intel Core i7 720QM (1.66GHz), Win7 Pro 64bit, 8GB RAM, NVIDIA GTS 360M with 1GB VRAM\n\nBroken: Blender 2.74 64bit (Hash: 000dfc0), (blender-2.74-windows64.zip); \nWorked: (optional)\n\nIf the option User Preferences | File | Load UI is unchecked, double clicking or dragging and dropping a .blend file over the executable blender.exe causes Blender to start up and close immediately.\n\nWhat happens is that with the current version 2.74's blender.exe set as the default application to open .blend files when you double click on a .blend file or even dragging and dropping it over the blender.exe program, Blender starts up but then closes immediately generating the following blender.crash.txt log file:\n\n# backtrace\n18: PyInit_mathutils_noise_types - 0x3FE89230\n17: fftw_plan_many_dft - 0x3F2147B0\n16: fftw_plan_many_dft - 0x3F2147B0\n15: fftw_plan_many_dft - 0x3F2147B0\n14: UnhandledExceptionFilter - 0x76F2B7E0\n13: MD5Final - 0x770415B0\n12: _C_specific_handler - 0x76FC852C\n11: RtlDecodePointer - 0x76FD9C80\n10: RtlUnwindEx - 0x76FC8610\n9: KiUserExceptionDispatcher - 0x7700121A\n8: fftw_plan_many_dft - 0x3F2147B0\n7: fftw_plan_many_dft - 0x3F2147B0\n6: fftw_plan_many_dft - 0x3F2147B0\n5: fftw_plan_many_dft - 0x3F2147B0\n4: PyInit_mathutils_noise_types - 0x3FE89230\n3: fftw_plan_many_dft - 0x3F2147B0\n2: osl_trunc_vv - 0x416A3110\n1: BaseThreadInitThunk - 0x76EA59E0\n0: RtlUserThreadStart - 0x76FDC520\n\nSo I restored all the default settings and checking all my changes to the preferences one by one I found that what apparently seems to cause this behaviour is the \"Load UI\" option if unchecked. If you reinstate it (checked) opening automatically the file .blend as well as dragging and dropping the .blend file over the executable (blender.exe) works fine. I cannot be sure anyway that other setting might produce the same problem, at least this is what I found out.\n"
] |
Cloth cache bug
Operating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.22
Broken: version: 2.93.2
1. Cloth cache with negative range (for example -50 to 200) has some glitch. It being baked, but if you close file and open it again there will be no simulation, but cache appeared as baked. Cache can be deleted and baked again, but after reopening file – same error.
2. Memory cache has a bug with negative range too – with -1 frame. All negative frames calculated, but -1st frame stands still. And if we switch to disk cache and bake it – all frames will be OK.
3. When using memory cache, sometimes (not often) cloth simulation with wind goes wrong and cloth moves very slow, unnatural. But if we select object and switch to edit mode and back to object mode the simulation will be OK, but only for current object. So you have to do this trick with all objects. Or recreate FF Wind object. Or try to reopen file. Some magic. I've got this bug a few times, but I was in the middle of deadline, so I didn't catch it. If it appears again I will add it here.
4. When using memory cache if you delete FF Wind the simulation stays the same, even after reopening file. And you have to change something in Cloth settings to force simulation to recalculates (or press Update All to Frame), but you have to do it with all separate objects with cloth, one by one. You can add new FF Wind (not any other Force Field, won't work) and all caches will be calculated again. But I think this is still an issue.
5. When using different objects with cloth simulation, as I understand it, you using one cache. But all the object has Cloth Cache settings, and if you, for example, forget to change frame range in one of them to match the others simulation will be calculated with maximum range. Also there is a check box for Disk Cache and you have to check it once on any objects to use disk cache and you have to remember on which object you did it, or it might cause a little panic. :D I don't think it's a bug, but it is really hard to operating like this.
[wind-cloth-bug-01.zip](wind-cloth-bug-01.zip) – baked not baked cache
| [
"Sculpting Has Unexpected behavior when Saving work\n**Broken**: 2.83.4, 2.90 beta 97dc370c50ed\n**Worked**: 2.82\n\n\nGlitches in the non-active mesh after sculpting the active mesh, saving, and updating the viewport.\n\n\n[Ogre.blend](Ogre.blend)\n\n* Sculpt\n* Save\n* Refresh viewport (e.g., continue sculpting)\n\nThe artifacts should be visible immediately.\n\n**Original message**\n\nWhen I am sculpting and I go to save my work, after a successful save I get weird artifacts in the mesh that I havent made edits on in sometime. And it seems to be the same mesh every time. This has happened over 5 times so i figure its just a visual bug.\n\nGet 2 seperate meshes ready to sculpt, then sculpt on one and save your work. This is all i did to see the bug arise.\n\n\n",
"Cloth simulation randomly breaks down when scrubbing timeline\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nWhen scrubbing the timeline , the cloth simulation may cause the mesh to become distorted even with the existence of cache. The video below will show a quick way to break the simulation, however, I first stumbled upon the problem when I set the keys for the bones.\n\n[2022-07-22 15-48-43.mp4](2022-07-22_15-48-43.mp4)\n\n1. Create cloth simulation.\n2. Scrub the timeline. After some time, a situation will arise where the mesh will be distorted.",
"Cloth simulation presets only save some of the settings\nOperating system: Windows\nGraphics card: RTX 2080\n\n**Blender Version** \nBroken: 3.4.1\nWorked: never?\n\nCloth simulation presets only store the first few sections of settings not internal springs, pressure, shape, collisions, or field weights\n\n- Create a cloth simulation with specific variables.\n- Save as preset.\n# make new object and apply preset\nonly the above mentions sections are applied from the preset, others are untouched.",
"Avoid graphical glitches during threaded preview generation\nWhen previews are generated using an OpenGL engine, there can be a number of glitches until the preview is done. That's because some data is accessed/modified that is not thread safe. E.g. `object_preview_render()` modifies `U.pixelsize`. I think other glitches are caused by overriding the active theme in `ED_view3d_draw_offscreen()` - although when I avoided this some time ago for similar work on threaded offscreen drawing for VR, this didn't solve the color flickering.\nThe active theme should probably use thread local storage.\n\nBesides that, the preview generation should be thread safe with OpenGL:\n* It uses the draw-manager's own context, which is mutex protected.\n* The non-thread-safe immediate mode API is not used inside the draw-manager.\n* The draw-manager already has workarounds for GPU driver issues with threaded drawing.\n\nA note: We could also speed up Eevee preview generation significantly by using viewport render quality, not final render quality. The `_imbuf` offscreen rendering functions don't expose the `is_image_render` option for that, which they probably should.",
"Cyclic Strip Time not work with non-zero Action Clip Start Frame\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.3\nWorked: ???\n\nCyclic Strip Time not work with Action Clip\n\nI attached .blend to show this bug.\nThe track called \"Ok\" works with the \"Cyclic Strip Time\" check mark correctly.\nThe track called \"Bug\" works with the \"Cyclic Strip Time\" check mark incorrectly.\n\nIn the track \"Ok\", there are two keys, at 0 and 10 frames.\nIn the track \"Bug\", the same two keys, but for 43 and 53 frames. In the Action Clip, I set the values Frame Start =43 and End = 53.\nI expect that the \"Bug\" track will perform the same actions as the \"Ok\" track, but this does not happen.\nI think this is a mistake.\n[BugCST.blend](BugCST.blend)\n",
"Crash on purging orphans\nOperating system: Windows 8.1, Windows 10\nGraphics card: GTX 770, RTX 2060\n\nBroken: 3.3 LTS, 3.5\nWorked: unsure\n\nWhen browsing through material search list fast enough (with textures loaded or not [purple as shown in video]) and then deleting the object + purging orphans, blender crashes.\n\n- Open uploaded file\n- Scroll through materials from dropdown\n- Switch to object mode and delete object\n- In outliner, execute Purge operation from `Orphan Data` display mode\n[#103820.blend](T103820.blend)\n[sample.blend](sample.blend)\n[3.3.lts.mp4](3.3.lts.mp4)",
"Boolean modifier assigns wrong material\nOperating system: win10\nGraphics card: 1050 ti\n\nBroken: 3.4 alpha\nWorked: 3.3.2\n\nMaterial transferred during boolean operation is not the one assigned to target geometry.\n\n[boolean_material_update_problem.blend](boolean_material_update_problem.blend)\nOpen attached file or:\n\n - Create some boolean difference situation with modifier\n - Add two materials to target, assign first to geometry and put it on second slot -> modifier owner slice has wrong material\n\n\n",
"Killed particle's position is reset to the initial position when rendered\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nI am encountering a strange particle behavior.\nWhen a particle collides with a plane where collision is enabled and \"kill particles\" is checked, the particle position seems to be reset to its initial position. This can not be observed in the viewport. This unexpected position reset is observed only when rendering the images.\nAs shown in this video:\n[0001-0050.mp4](0001-0050.mp4)\n\n[debug.blend](debug.blend)\nBake particle simulation and render images. You will get the same video as shown above.\n",
"Cloth simulation - pinned vertices moves if Quality Steps > 30\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.5\n\nObjects with cloth modifier and Quality Steps set above 30 in it - will slightly move Pinned vertices.\n\nOpen example blend file. [Physics_QS1test.blend](Physics_QS1test.blend)\nThere are two Suzanne with the same cloth and pinned group settings, the only difference is in Quality Steps setting - on one Suzanne is set to 30, and on the other one is to 31.\nSimulation is already baked, so navigate to frame 10 (or other), and turn on-off cloth modifier on both of them - you will see that on one monkey pinned vertices (all except the left ear) stay on place and on the other one - slightly moves.\n\n\nNot critical, but I spend some time fighting with this on a work project...\nAs fast but not good solution - put a soft limit to the slider to 30...",
"RAM fills up when switching scenes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.0\n\n\nIf the user switches from one scene to another the systems RAM fills up.\n\n1. open a task manager or something to watch RAM usage\n2. Create Suzanne and subdivide it to get a somewhat heavy object\n3. Duplicate Suzanne several 100 times to get a somewhat complex scene so that you can see your see RAM usage increase\n4. Click the \"New Scene\" Button and hit \"Linked Copy\"\n5. Repeat step 4 a couple of times and note that RAM usage will increase\n6. If RAM usage exceeds the available system RAM Blender will crash\n\nBlender apparently fails to clear the RAM from unused scenes when switching to or creating a new scene.\n\n\n",
"Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.",
"Materials linked to 'Object' cause increased memory usage in Cycles\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: never?\n\nIf an object has a material that is linked to Object (in the material tab), then such object cannot be instanced efficiently in Cycles. Each linked copy of the object uses a large amount of memory when rendering.\nIn this example rendering 100 instances of Suzanne takes as much memory as 1 object, if material is linked to object's data. When material is linked to object, vram usage goes up a lot.\n\n \n\n\n- Open the provided .blend file\n- Render the scene and note the memory usage\n- Select all monkeys\n- Go to material tab\n- While holding `Alt` click on the `Link` drop-down menu and chose Object\n- Render again\n- You should see memory usage increase significantly\n\n",
"Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)",
"Bake of the second particle system after duplication and making it unique makes mess.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: version: 2.79 (sub 7), branch: blender2.7, commit date: 2019-05-23 08:19, hash: 054dbb833e15, type: Release\nbuild date: 24/06/2019, 17:18\n\nIf you duplicate particle settings, make them unique, and tune, bake of dynamica will broken.\n[2019-07-16_10-03-29.mp4](2019-07-16_10-03-29.mp4)\n\nFinally I found how to reproduce it.\n\nCreate plane, \nCreate particle system that emits cubes (color A) from -50 to 50 frame with short lifetime (20).\nDuplicate particle settings, make settings unique, rename it.\nChange instance to another cube (color B), change working period to 50 — 100 frames.\nCheck work in the viewport. Bake all dynamics, Revert file.\n\nMessed:\n[duplicated particle settins.blend](duplicated_particle_settins.blend)\n\nBug is not appere only if you create separate fully independent settings in the fresh file.\nWith independently created particles systems\n[fresh separate created.blend](fresh_separate_created.blend)\n\n\nPerhaps it can be connected with #61963\nLooks like some data just stucks\n\n\n",
"Setting playback to anything but \"Play Every Frame\" breaks rigid body simulations\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: Current main.\nWorked: Never.\n\nWhen making a rigid body simulation, setting the playback mode to anything except \"Play Every Frame\" causes the simulation to break. This is because it doesn't correctly process the skipped frames.\n\n1. Make any physics simulation, for example two objects colliding\n2. Clear the rigid body cache if one exists\n3. Set the playback to anything except for \"Play Every Frame\"\n4. Observe the simulation breaks\n\n"
] | [
"Cache of cloth simulation is not read by blender after reopening the file (pre-roll)\nOperating system: Windows-10-10.0.10240 64 Bits\nGraphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 75)\n\n\nI bake the cloth simulation. I see the *blendcache_cloth* folder. When I close and reopen the .blend file, the data in the cache folder is not read. When I go to the physics tab, I see the *Delete Bake* button. This means that blender recognizes that I baked the simulation before but the cloth plane is not animated.\n\nNote 1 : For a small project, when I choose *Automatically Pack into .blend* it works but for some large project it doesn't work even after choosing *Automatically Pack into .blend*. Anyway, I wouldn't like to pack All because this will double the size of the texture, audio files, ...etc on my hard drive. \n\nNote 2 : I also tried the method of exporting the cloth simulation as .mdd file. When I import this file again using **File>Import**, the cloth plane is animated but it is inserted in a very very far location from its original location. The solution is to use Mesh Cache modifier and to modify the axes and to clear all transformation.\n\n1. Download the attached .blend file.\n2. Select the plane.\n3. Go to the Physics tab to see the properties of the cloth simulation.\n4. Click on \"Delete Bake\" if you find it.\n5. You may reduce the End frame so that you don't bake the whole 500 frames. You can make it 100 or 200 depending on your computer's speed.\n5. Click on \"Bake\" to bake the animation with the Disk Cache option enabled. \n6. Save the file. Close blender. Re-open the file. \n7. Try to play... No animation!\n\nI wish if there was an option to enter the path or the location of the cache folder. Thank you for your support and for caring about our bug reports. That's really appreciated :)\n[cloth.blend](cloth.blend)\n\n\n"
] |
Vertex's flicker effect in edit mode on 2.82 2.83 and 2.90
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00
Broken: version: 2.82 (sub 7)
Worked: (optional)
A weird flickering effect on vertex in edit mode.
I can see this only by adding any shape and select edit mode, (the more vertex, the more probably this effect will appear).
Thanks
Miguel.[Video Example.mp4](Video_Example.mp4) | [
"Flickering macOS Blender 2.83\nOperating system: macOS 10.15.4\nGraphics card: XFX Radeon RX 580 8 GB\n\nBroken: 2.83\nWorked: 2.82\n\nFlickering occurs sometimes, as seen on this capture:\n[Screen Recording 2020-06-16 at 09.11.21.mov](Screen_Recording_2020-06-16_at_09.11.21.mov)\n\nI don't know exactly. I think it happens when I use Blender, then I switch to other applications and then return to Blender.\nIf I go to full screen mode, it's back to normal.\n\nThanks.",
"Grease Pencil: Better render Anti-Aliasing\n## Motivations:\nThin lines are correctly rendered using grease pencil with the currently implemented post process Anti-Aliasing. This is done by making sure the line width is not less than 1.3 and by modulating its opacity.\nHowever, there is cases where this is not enough. For instance really dense drawings with small lines with little to no curvature still tends to flicker a lot.\nAnother case is when the gpencil strokes intersects the scene geometry. This makes the line less thick to the post process which makes it too small.\n\n## Proposed solution:\nWe propose to implement a Temporal AntiAliasing solution. It is robust and will match Cycles & EEVEE's film filtering if using the same filtering function. This only adds one temporary buffer (low VRAM usage compared to rendering at higher resolution) and is completely self contained (works with transparency and don't interfere with other features).\n\nI propose to only implement this for final rendering since it might introduce flickering that might be annoying while drawing.\n\nHowever this wouldn't solve the issue of gpencil strokes intersecting geometry.\nFor this I propose to erode or reproject the render's depth to match the render sample of the new AA scheme. This should fix the second problem completely.\n\n## Technical details:\n- Implementation just need to be ported from Workbench which has a lighter form of TAA than EEVEE. Also [D10414](D10414) can be of great help to reduce render/convergence time.\n- Depth buffer modification can be implemented after new AA is in.",
"Cycles: Normal Edit modifier after displace modifier does not with motion blur (Eevee seems fine)\nTried on multiple systems\n\nBlender 3.0 (And the previous beta builds)\n\nThe normal edit mode will not work with motion blur enabled\n\nSee attached file - Using a NormalEdit modifier looks correct in viewport then fails at render time if motion blur is used in combination with the attached Geometry Nodes tree that is displacing the main geometry over time. \nWith the node tree disabled the NormalEdit modifier works even with motion blur.\n\n**Viewport Result:**\n\n\n**Rendered Result:**\n\n\n\n**Demo file:**\n[Bug (1).blend](Bug__1_.blend)\n[#93700 Cycles Normals Motion Blur Displace.blend](T93700_Cycles_Normals_Motion_Blur_Displace.blend)",
"Regression: Strange crease when using proportional editing with the \"connected only\" option turned on (edge selected)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nPretty sure this is caused by 21b9231d7f\n\nWhen using proportional editing, there is a strange pinching/creasing that is going on where it should be smooth. It seems to only happen when \"Connected Only,\" is turned on\n\n1. Open new file\n2. Add plane\n3. Add a whole bunch of edge loops\n4. Enable proportional editing + \"Connected Only,\" option\n5. Grab one edge and move it up || down\n\n\n\nTest File:\n[#89968.blend](T89968.blend)",
"Cycles vertex baking seams\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.1.0\n\nThere are seams between the vertices when I try to bake lighting into vertex colors using Cycles, even when the vertices are merged.\n\nHere's my .blend file:\n[baking test.blend](baking_test.blend)",
"Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!",
"The viewport lock modes are super glitch (in general) with zooms and centering\nOperating system: Windows 10\n\n\nBroken: blender-3.0.0-alpha+master.eae4e2251839-windows.amd64-release\n\n\n\nThe viewport lock modes like 3d cursor or object locking is super glitchy in general which creates a disorienting experience. The main issue is sudden jumps in zooms also sometimes the center or rotation becomes jumpy as well. Some jumps in the video is worse than the others. Bear in mind that I am not zooming intentionally when there is a sudden jump.\n\nThis gets even worse in different scene scales and scene layouts. Here I am demonstrating it only with the cursor but this erratic behavior happens with object locking too. This becomes even worse with a Wacom tablet since it is harder to keep the pen movement as static as the mouse while zooming.\n\n\n- Load the attached .blend file\n- Make sure the viewlock is set to the cursor, and have similar preferences as shown in the pictures\n- Try repositioning the cursor, just move the cursor to different objects.\n- Move the cursor to the surface of another object then try ctrl+single middle click to activate the zoom\n\n\n\n\n\n\n\nTest File:\n[glitchy_lock_modes_28082021_2053_04.blend](glitchy_lock_modes_28082021_2053_04.blend)\n\n[A7ysxb6GVc.mp4](A7ysxb6GVc.mp4)",
"Metal Viewport flickering on interaction\nOperating system: Mac OS Monterey, Version 12.6.2\nGraphics card: Apple M1 Max, Mac Book Pro 16 inch 64 GB, LG Ultra Fine Display as secondary monitor\n\nBroken: 3.5.1 release candidate\nWorked: 3.4 with Open GL does not have these issues\n\n\nWhen interacting in the viewport say moving a camera the viewport flickers. Also when adjusting shaders in a cycles window the viewport also flickers depending on the speed of the interaction. Evee viewport does not have this issue, but solid render does\n\nBased on supplied file Look through camera and split the viewport in two. Left side has cycles rendering turned on. Change the default renderer from Eevee to Cycles and change to GPU compute. Rotate camera with the empty and cycles view on left flickers. Next select cube and change the shader colour from pink to any other colour you like. Again viewport flickers like crazy.\n\n",
"Alpha hashed material produces shifting artifacts when animated in EEVEE\nWhen an object with material that has alpha hashed transparency is animated in EEVEE, the noise pattern may look either unstable or shifting as shown below: \n[alpha-hashed-transparency-problem.mp4](alpha-hashed-transparency-problem.mp4)\n\n\n\nYou can observe that the artifacts on top staying in place rather than rotating with the cube while those on the sides keep flickering, thus producing shifting and unstable appearance.\n\nThe symptom is also noticeable when changing the camera position in rendered viewport mode in Blender. And it's particularly problematic in UPBGE (a fork of the old BGE based on the latest Blender source) because a game engine must animate objects in realtime with relatively small number of samples per frame.\n\nUpon an examination from the developers of UPBGE, it is found that the problem is due to the fact that the current implementation of alpha hashed transparency uses the world coordinate instead of the object space, as it is often recommended (e.g. [2017 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games](p4TYf5DDpbQ)).\n\nIt appears that a simple change from the world to object coordinate fixes the problem as shown in this [test commit (see line 80) ](e0a8638d0b255f2fc6ce778d10dd0d12a467b4d3#diff-2b8bf4f9e10009510d02c14e3659ee032c73f829de5453d6abcdf6a3f884fdfdR80), which produces the following result:\n[alpha-hashed-problem-solved.mp4](alpha-hashed-problem-solved.mp4)\n\nIt's my understanding that the [original author ]() decided to use the world matrix to avoid the difficulties with certain corner cases, like when the object is scaled by an extreme factor. However, while such a problem may be circumvented relatively easily (e.g. discard the scale information from the matrix) such a problem described above may pose more substantial issues with making an animation or rendering in realtime.\n\nSo, I hope this problem and the suggested fix may be evaluated again since we have more people interested in using Blender for such purposes now, thanks to the gaining popularity of EEVEE.",
"Bevel modifier disconnects vertices in the UV map\n{[F8713789](2KmuzHs.png)}Operating system: Windows 10 x64\nGraphics card: GTX 970\n\nBroken: 2.83.1, 47b6c332587ca45eddc98e75b3f563e2f17a0d47, probably all 2.8+ versions\n[SM_UVTest.blend](SM_UVTest.blend)\n\nWhen using an angle or weight limit on the Bevel modifier, vertices connecting beveled and unbeveled edges are split in the UV map, producing distorsions.\n\nAdded a blend file. To reproduce the issue, apply the Bevel modifier, and select all faces to see the problematic vertex in the UV editor. \n\nSome context is here : 1241831",
"Graph Editor - Multiple Windows Problem\nOperating system: Windows 10 - 64\nGraphics card: Radeon RX 5500 XT\n\nBroken: 2.93.0\n\nI split my single Blender window to two Graph Editor/Node Editor & 3D Viewport for my multiple screens. If my mouse hovering anything but node editor(Include Graph editor or 3D Viewport) and I press play that timeline cursor like starts twitching.\n\nCreate two different windows. Graph Editor and 3D Viewport. Than press play on 3D Viewport window selected.\n\nTest file:\n[Bugfile.blend](Bugfile.blend)\n\nVideo:\n[2021-06-10 15-35-41.mp4](2021-06-10_15-35-41.mp4)",
"\"Cursor Extrude Vertex\" causes source vertex to snap\nOperating system: Tux-Based\nGraphics card: Intel\n\nBroken: 2.93\n\n\nThe [CTRL}+[RMB] extrude operator (`ops.mesh.dupli_extrude_cursor()`) causes the source vertex to be snapped, in addition to the newly created vertex:\n\n\n\n(GIF.)\n\nSelect a vertex, and do [CTRL}+[RMB] in a situation where there is a valid snap position for it. (I used Surface snap with a surface behind it.)\n\nTest File:\n[#89647.blend](T89647.blend)",
"Eevee Volume Artifacting\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.3.1\n\nI'm rendering some nebulae in Eevee and despite having 256 render samples, 256 volumetric samples and 128 volumetric shadow samples with 0.9 distribution and 2px tile size with proper start and end clipping distance both in camera and volume settings I'm getting really ugly flickering where the whole volume just artifacts which is really irritating. I'd love it if you could fix this issue in the upcoming blender release because even though I have a good computer it still takes 30 minutes to render the exact same scene in Cycles (where the issue is absent). watch?v=8ImqpM4zOEU\n\n[#101826.blend](T101826.blend)\n\n- Open file \n- Render animation\n\nIssue is visible after rendering ~10 frames when animation is inspected.\n\n",
"Edges, generated with Triangulate modifier looks differend and do not disappear with hiding.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 640/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n2.83 release\n\n\n[2020-06-18_15-14-00.mp4](2020-06-18_15-14-00.mp4)\n[untitled.blend](untitled.blend)\n\nDefault cube with Triangulate modifier, wireframe mode, edit mode.\nSelect all, hide. You will have this.\n\n\nThere is no way to part of mesh with generated edges and hide another part.\nAlso weird shading for polygons.\n\n\n",
"UI: Cursor flickering when hovering over properties\nBroken: version: 3.0.0 Beta\n\nWhen hovering from one property to another in property area, sometimes cursor changes from <--> to standard cursor. There are no instances where you stop moving it and it stays as standard one - it always changes to <--> after a fraction of a second. UI scaling does not affect it.\n\nNote that when tried without recording problem was more apparent, almost always cursor was flickering.\n[UI Cursor flickering take 2 2021-11-27 10-58-42-112.mp4](UI_Cursor_flickering_take_2_2021-11-27_10-58-42-112.mp4)"
] | [
"Vertex flickering on high grid density mesh \n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen a relatively high grid density is reached the vertices flicker\n2.81 does not have such problems\nThe method of creating a dense grid does not make a difference\nlrehEGrTkCXMvQ\n\n\nOn default cube, tab. (edit mode)\nright click on cube, subdivide. \nadjust last operation, cuts = 20. shake mouse to see glitches.\n {[F8414482](Скриншот_16-03-2020_133135.png), layout = inline}{[F8414484](Скриншот_16-03-2020_133204.png), layout = inline}\nvideo: [F8414488](Видео_14-03-2020_23_11_01.mp4)"
] |
Geometry Nodes misses vertex groups after realizing input instances
Operating system: win 10
Graphics card: 1050 ti
Broken: 3.2.0
If you are combining a single mesh from input collection, where objects have vgroups, then GN doesn't write all vgroups to resulting mesh.
- In attached file apply GN modifier -> only one vgroup appears in the output object's *Mesh properties* (expected 2 groups as both input objects have a vgroup).
- Enable *Separate children* in *Collection Info* -> this time it is another vgroup added and yet a single one.
[gn_apply_vgroups.blend](gn_apply_vgroups.blend)
| [
"Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)",
"Replace object-linked materials feature\nMaterials linked to objects have some issues:\n- They cause problems for geometry nodes, which can arbitrarily change material slots during evaluation.\n- They tend to be confusing, partially due to relying on consistent indices between two different lists\n- They cause large performance issues for reference counting in the main data-base, since geometry-level operations also have to be aware of objects\n- Object-linking is theoretically redundant now that materials can be changed during evaluation.\n\nBecause of that, it would be best to remove the feature and replace it with something more generic.\nMost workflows are already possible with nodes like the \"Replace Material\" node, but we have to be able to replicate the behavior exactly in order to version the feature away. There are a few options:\n1. Add a modifier with a UI-list interface that sets materials at specific slots.\n2. Add the necessary features to geometry nodes (loop? lists?) necessary to make the behavior completely generic\n3. Just add a geometry node group with enough nodes to handle whatever list of object linked materials the object had.\n",
"Geometry Nodes Baking\nAs mentioned on the [blog]() the goal is to support the following features:\n* Editing procedurally generated geometry destructively in the viewport.\n* Prepare and manage simulations for the render farm which shouldn't need to run the simulation itself.\n* Explicitly cache parts of the node tree to avoid recomputing them after every change.\n* Re-time animated geometries, i.e. access geometry generated on one frame in another frame.\n\nAt a high level these goals are achieved by allowing the user to bake still or animated geometry at arbitrary positions in a geometry nodes tree using a new Bake node. The baked data can then be used without having to recompute the inputs of the Bake node. It can be edited destructively using Blender's existing edit modes. Furthermore, the baked data can be imported at specific frames.\n\nImplementing all of these features in one go would be too big of an undertaking, so below are smaller releasable milestones that can be worked on one after another.\n\n## Milestone 1: Bake Node\n\nAfter this milestone users will be able to bake still or animated geometries at arbitrary positions in the node tree. The main use cases are:\n* Prepare simulations (with optional post-processing) for a renderfarm.\n* Speedup working with very heavy node trees (e.g. static landscape generation) by explicitly caching the generated data.\n\nThere are a few requirements for this milestone:\n* New Bake node with a dynamic number of sockets for geometries and their attributes.\n* Baking works by pressing on a bake button in the node itself.\n * For baking the user has to choose between still or animated geometry and optionally a frame range.\n * A bake directory on disk has to be choosen.\n* Deleting the baked data should be possible from the node as well.\n* Potential settings and the baked data are stored per Bake node instance. A Bake node that is in a reused node group is counted as multiple Bake node instances. The actual data per Bake is stored in the geometry nodes modifier on the object.\n\nIt may be enough to keep UI changes local to the new Bake node.\n\n## Milestone 2: Manage Bakes\n\nIn production files, there are typically many simulations and other heavy effects that require baking. The goal of this milestone is to give the user tools to manage many bakes.\n\nThere are multiple parts to this which could potentially be split up into somewhat independent tasks, but I keep them together until further discussion happened:\n* Support naming Bake node instances.\n * While working with just Bake nodes in the node tree, this is less important, because the location of the Bake node in the tree \"identifies\" it to the use. When dealing with many Bake node instances at once, one can't rely on their location but needs to use names.\n * Just using node names does not work well for this, because a node only has one name but might be reused many times.\n* Support tagging Bake node instances.\n * As we've seen in the intro, not all baking happens for the same reasons. Therefore it is important that tools that work with multiple bakes can filter what bakes to work on.\n * Supporting custom tags can help the user organize baked data.\n* UI for dealing with all bakes in a scene or file.\n * There should be some kind of UI list that shows all the Bake node instances.\n * It should show which data is currently baked and which not.\n * Filtering can happen using tags and object selection.\n * Various new operators can work on multiple bakes at the same time: bake, delete bake, set bake directory.\n* Python API for dealing with baked data.\n * While the UI we provide for managing baked data should be good enough for most use cases, it seems unrealistic that we can provide all the tools that a larger production needs out of the box. Therefore, it is necessary to make it easy to manage bakes from addons as well.\n\n## Milestone 3: Import Bake\n\nThe Bake node does two things implicitly, it indicates where in the node group the baking happens and it also imports the baked data. Having both of these in the same node is desirable for most use cases, but sometimes it's benefitial to split both tasks. For example:\n* Baking an animated geometry and the loading it at different frames for re-timing.\n* Load multiple baked frames of the same Bake within the same frame.\n* Baking a geometry in one .blend file and then loading it as a cache in another.\n\nAll of these use-cases turn our baking format into a more general purpose interchange format like Alembic that is Blender specific. Baking into other formats will be possible eventually as well, but it not part of this project. Using a custom format allows us to optimize it for our needs and avoids the problem that Blenders data does not always map 1 to 1 to how data is stored in common formats. Also see [this](105251) task.\n\nThe import can be done with a new Import Bake node which takes a (file) path and a frame as input and outputs the geometry. There are some problems that need to be overcome:\n* The Import Bake node ideally has the same sockets as the corresponding Bake node, but this can't be guaranteed when they are in separate .blend files.\n* While not supported yet, it will be possible to pack baked data into the .blend file. Therefore, the path input is sometimes a path on disk and sometimes some internal identifier.\n* It should be possible to use the combination of a Bake node with one or more Import Bake nodes within a node group without having to hard code the file path for all of these nodes. Therefore, it seems reasonable that the Bake node also outputs where the baked data is stored. Also see [this](29266) older proposal.\n\n## Milestone 4: Editing Baked Data\n\nThe idea is that the user can just go into edit, sculpt or other modes on the baked data and edit it in place. For animated geometries, every frame can be destructively edited separately. The goal here is not to record all manual edits the user did. After baking again, the edits will generally be gone.\n\nWhile this might seem like a small feature, if done right, it can have huge impacts on the way people work with geometry in Blender in the long-term. That is because it could theoretically allow us to get rid of the idea of \"original geometry\" in Blender (e.g. the mesh referenced by `object->data`). To give a glimpse into what could become possible: Adding a cube object could just add an \"empty\" object with Cube node in geometry nodes. This allows the primitive mesh to remain procedural. Going into edit mode could implicitly (or explicitly) add a Bake node and bake the cube so that it can be edited destructively.\n\nAs for this milestone, the target use cases are more minor and mostly revolve around fixing up \"bad\" data in animated geometry. For example, in a particle simulation, a single particle got too close to the camera and blocks the entire view. It should be possible to just delete it manually. \n\n## Parallel Track 1: UI for Unused Nodes\n\nThere are various situations in which nodes in a node group are unused:\n* Nodes not connected to the output.\n* Nodes that would compute the unused input of a Switch node.\n* Nodes that were used to compute a simulation that is now cached.\n* Nodes that compute the inputs to the Bake node which is now baked.\n\nCurrently, there is no obvious way for the user to determine which nodes have been evaluated by the last evaluation. However, this information would be very useful because it allows seeing at a glance when data is cached/baked.\n\nLogging the set of nodes that has been evaluated is relatively [straight forward](107780). However, we still need the a good UI for these nodes. The obvious solution is to just gray out these nodes. While that can work, it's not ideal because the nodes can and should still be editable and graying out usually indicates that the user is not expected to edit them.\n\n## Parallel Track 2: Store Baked Data in .blend File\n\nWe already support packing external files into .blend files. That system just needs to be enhanced to also support baking entire folders full with baked data. Ideally, it is possible to load the baked data lazily when loading a .blend file, but that's probably quite a bit more challenging. It remains to be seen how much of a performance hit loading all frames at once has.\n\n",
"Mirror Vertex Group inherits the \"All Groups\" setting from Weight Paint mode > Weights > Mirror\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I am not sure, probably never\n\nMirror Vertex Group (1) function (from Data tab, Vertex Groups menu) seems to inherit settings from Weight Paint mode, Weights menu, Mirror (2) function. I'll call them (1) and (2) for short.\n\n\n(1) is supposed to mirror a single vertex group (the one selected in the Vertex Groups sub-panel).\nBut if I use (2) and give it the \"All Groups\" option, then the next time I try to use (1) it mirrors all vertex groups instead of just the selected one.\n\nI don't believe that this is intentional. (1) does not provide any settings so it can be very confusing when its default functionality changes with no way to control it.\n\nLet me know if a test file is necessary.\n\n",
"Node group assets in add menu do not work with quick favorites\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nNode groups assets in the add menu was introduced in 3.4.\n\nRight click on node group assets in the add menu brings up `Add to Quick Favorites` operator but they don't work with quick favorites.\n\nIf you register a submenu it just shows an empty box in quick favorites. If it's a node group asset, it does not add the asset.\n\nAlso all of the group assets and menus try to use the same quick favorite slot.\n\n- In Geometry Nodes editor's add menu, right click on Hair menu or the assets under it\n- Add to Quick Favorites\n- Bring up Quick Favorites, and try to use the item just registered\n\n",
"Alpha Blend material has inconsistent behavior with Geometry nodes\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nAlpha Blend material renders differently on the object, which is referenced inside Geometry Nodes tree of another object, despite this another object is already hidden and has muted GN modifier.\n\nIn attached file:\n* Remove/Select *Shell* object inside GN tree of object *Mesh*\n* Activate/Deactivate *Viewport Disable* for *Collection* or object *Mesh*\nIn both cases material becomes transparent or not\n\n",
"Curve to Mesh node causes other objects to edge split when not shaded smooth\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Beta\n\nWhen using a Curve to Mesh node, it causes other objects joined to it to be read with each face as a separate mesh island by Cycles (using the Random per Island socket of the Geometry node in shaders). This only happens while using Flat shading AND the Curve to Mesh is plugging into the first position of the Join Geometry node. In any other order it will not happen.\nAlso happens with more mesh objects as long as the Curve to Mesh object is the first on in the Join node.\n\nThe edges aren't actually split, it just seems to be Cycles that thinks they're individual mesh islands.\n\nAdd a grid node and join it to a curve going through a Curve to Mesh node.\nEnsure the Curve to Mesh is the first connection into the Join Geo node.\nAssign a material to the grid and in the shader, view the Random Per Island output of the Geometry node.\n\n[2021-11-06 18-08-29.mp4](2021-11-06_18-08-29.mp4)\n\n[Mesh Island Bug.blend](Mesh_Island_Bug.blend)",
"Geometry Node boolean input socket broken when recursive linked file is reloaded in the Outliner\nOperating system: Windows 10 19044.1645\nGraphics card: GeForce RTX 3070\n\nBroken: 3.6.1, 8bda729ef4dc, branch: blender-v3.6-release, 2023-07-17\nWorked: none\n\nGeometry Node with boolean group input socket will show error \"Property type does not match input socket (socket name)\" and the input socket will not get evaluated if the recursively linked source file is reloaded in the Outliner 'Blender File' view mode.\n\nBrief description of the file linking structure\n\"01_source_GN-bool-Input.blend\" is the blend file that contains the source geometry node.\n\n\"02_GN_linked_level1.blend\" linked the \"01_source_GN-bool-Input.blend\" geometry node and using it on a local object.\n\n\"03_GN_linked_level2.blend\" linked \"02_GN_linked_level1.blend\" \"GN Cube\" object.\n\nTested with Integer input socket, works as expected in the above file linking condition.\n\n1. Open the attached blend file \"03_GN_linked_level2.blend\"\n2. In the Outliner 'Blender File' view mode (on the middle right of the UI from file), right click on the file \"//02_GN_linked_level1.blend\" and click \"Reload\"\n3. Noticed that the boolean input 'Switch' checkbox is now showing error \"Property type does not match input socket \"(Switch)\"\"\n\n",
"Output from Geonodes Edge Domain to Shader behaves strangely\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Quadro K3100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 426.78\n\nBroken: version: 3.1.0 Beta\nWorked: Never, as far as I know\n\nWhen retrieving data stored on the edge domain in a shader, the values are inconsistent between adjacent faces, and generally do not interpolate across faces as expected.\n\n\n\n\nOpen attached file and switch to rendered mode.\n\n[Edge Domain Issue Demo.blend](Edge_Domain_Issue_Demo.blend)\n",
"'full copy' references existing geometry nodes rather than creating new duplicates\nOperating system: Linux-5.15.5-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.42.0, 5.15.5-200.fc35.x86_64, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.2.5\n\nBroken: version: 3.0.0 Beta\n\nWhen creating a new scene as 'full copy', existing geometry nodes are referenced in duplicated objects, thus any changes will affect the original scene, which is not expected.\n\n* create a scene with an object using geometry nodes. \n* create a new scene as a 'full copy'\n* edit the geometry node tree in the new copy, all changes will apply to the original object as the geometry tree is shared between the two.\n\n",
"Dynamic vertex groups (Dynamic Paint, Weight Proximity modifier, Geometry Nodes, ...) do not update density of particles in viewport display\nOperating system: windows 10\nGraphics card: Quadro M620\n\nBroken: 2.90\nWorked: Never\n\nI want to use my dynamic vertex group to generate particles on a plane.\nIt just works when I change parameters during the playback but it's not realtime when I hit play.\n\n- Open attached file\n- Play animation\n- Change any property of the particle during the playback\n[dynamic_paint_test.blend](dynamic_paint_test.blend)",
"Particles: 'render as' collection does not render/display instances inside that collection\nOperating system: Windows 10 x64 Pro (1809, ver 10.0.17763.720)\nGraphics card: Nvidia GTX 1060\n\nBroken: Tested with 2.79b, 2.80 Release and 2.81 (f3a4f12ac090)\nParticle emitter doesn't emit all group objects.\n\nOpen the attached blend file:\n - At the top, there are 12 objects all belonging to group \"LightString\".\n - The bottom mesh contains 12 vertices. A particle system is attached. It should emit all 12 group objects at once.\n\nProblem: Whatever I try, only 8 of the 12 group objects are shown.\n\n[Particles2.blend](Particles2.blend)",
"Linked group breaks Object Mapping in Texture Coordinates\nWindows 10\n\nBroken: 2.79b official release\n\nLinked group breaks Object Mapping in Texture Coordinates, when:\n- a texture (on a plane) uses another object (empty) as texture coordinates\n- all objects are in the same group\n\nFurther explanation in the blend file.\n\n1) Link the group \"object_mapping\" from the blend file\n2) move the group in any direction\nDespite the gradient texture on the plane using the empty's coordinates, this is completely ignored once linked as a group\n[object_mapping.blend](object_mapping.blend)",
"Geometry Nodes socket is not showing relevant value info for current modifier\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.3.0 beta\n\nUsing many modifiers with the same GN node tree (multiple users) has some issue with data updating.\nIf you bring cursor over socket to see its value, then it shows only data from first GN modifier, no matter what modifier is selected at the moment. Seems to be only interface problem, as internally processed data is correct.\n\nIn attached file bring cursor over orange socket (Object type) and it will show same object for both modifiers, when in fact they are different.\n[socket_info_issue.blend](socket_info_issue.blend)",
"Geometry Node in World Shaderworkspace does not output the same coordinates in Eevee like in Cycles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\nWorked: None same in 2.83\n\nGeometry Node works differently for Cycles and Eevee in the World Shader Tab, The Coordinates are distorted with Eevee. Im not sure if this is as expected.\n\n1 Goto Shading Workspace\n2 Enable Viewport Shading and enable World Background\n3 Add Geometry Node.\n4 Connect either Position, Normal, True Normal or Incoming to Background Shader.\n5 Switch between Eevee and Cycles to see the difference.\n\nOn the other hand, the Normal output of the Texture Coordinate Node is exactly the same in both render engines.[Geometry Shader in World Bug.blend](Geometry_Shader_in_World_Bug.blend)"
] | [
"Vertex groups created with Geometry Nodes are not processed by subsequent modifiers\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0\n\nVertex groups created with *Geometry Nodes* are not processed by subsequent modifiers\n\nSuppose I have a cube where some vertices are assigned to a vertex group. If I then apply a bevel modifier and select this vertex group, the edges are rounded correctly.\n\nIf I then create further geometry with *Geometry Nodes* before the bevel modifier and also assign some vertices to this vertex group there, these are also rounded correctly.\n\nHowever, if I do not include the original mesh in the *Group Output*, but only output the geometry created in *Geometry Nodes*, the vertex group is no longer processed correctly by the subsequent bevel modifier.\n\nIt then looks like this vertex group does not exist at all.\n\nMore details can be found here: 145249"
] |
Color Sample From Second Monitor Always Return Black Color
Operating system and graphics card
Windows 10
GTX 1080
Broken: 2.78, 2.78a, 2.78b
While trying to key green screen if my viewer node is on the second monitor it always picks up black color. I have to sample the color within the same monitor to make it work.
You need two monitors to test it.
Open two windows, one NODE EDITOR, the other UV/IMAGE EDITOR.
Drag one of them to the other monitor
Then try to sample color from viewer node.
You will see that it always bring black color.
| [
"dual monitor will sometimes cause blender to freeze\nOperating system:win10\nGraphics card:2080s\n\nBroken: 3.4.1\nWorked: \n\ni have two monitors (4k and 2k) scrolling timeline or doing anything on one monitor and displaying cycles render viewport on the other monitor will sometimes cause blender to freeze forever\n\nit is not specific to this scene it will freeze on all kinds of scenes, might be related to the muti-monitor bug i have been reporting T96248\nhere is a screenshot of what it looks like when freezing \n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor",
"Shader to RGB node is ignoring shading and just using color socket data directly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.4\n\n\nIf you have a Shader that is converted with the Shader to RGB node, and then the resulting Color is plugged into another shader node and rendered, the output of Eevee's Color pass for that shader shows color plugged to socket of shader that is converted to RGB. In example file it is pure white, when you would expect to see the converted shader to RGB.\n\nProblem exists with Diffuse, Glossy, and Emission shaders and passes with the exception that an Emission converted to RGB going into another Emission will show up properly in the emission pass.\n\nSee Node graph in attached image, or attached file.\n\n\n[shader_to_rgb_eevee_pass.blend](shader_to_rgb_eevee_pass.blend)",
"Cycles viewport unneccessary update calls\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia MX150\n\nBroken: 2.83.17, 8a8c61190b06, Beta and 2.90.2, 8f21f867e715, Alpha\nWorked: 2.82a official\n\n[#76970.blend](T76970.blend)\n\n* set scene renderer to Cycles\n* configure two viewports and a shader editor in a single screen\n* set one viewport to cycles preview render\n* set second viewport to workbench texture color\n* add two image texture nodes and load them with different textures\n* by clicking on the texture node both viewports are redrawn.",
"paint.sample_color operator options no longer accessible by default due to undo flag removal\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.0\nWorked: 3.1.2\n\nThe undo flag for `paint.sample_color` was removed in rB511a08585d2934b38e7d3de447752686b5f0e15b, this means that the 'redo toolbar panel' no longer pops up after sampling color with the default keybinding of 'S'. Previously, users could change the default settings through the 'redo toolbar panel', without it, I don't think the \"Sample Merged\" and \"Add to Palette\" options are accessible to users by default any more.\n\nI'm not sure if this should be considered a bug or an API change, but for the latter, I think there should at least be some other way to access these options through the UI or default keybindings without requiring users to create new keybindings with these options specifically enabled/disabled.\n\n'redo toolbar panel': \n\n1. Enter Texture Paint mode\n2. Hit `S` (default keybinding of `paint.sample_color`)\n3. No 'redo toolbar panel' appears to allow for changing operator options\n\n",
"Default Value for Viewport Display Color's Alpha Wrong.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso tested on 2.83.8 and same problem.\nWorked: It do not think this has ever worked\n\nWhen reverting to the Default Value for Viewport Display Color the alpha gets down to 0.8 making the object semi transparent.\n\nOpen up a new scene.\nSelect the cube.\nGo to the materials tab.\nScroll down to \"Viewport Display\"\nRight Click on \"Color\"\n\"Reset to Default Value\"\nResult: RGB values go back to the default, but Alpha goes to 0.8\n\n\nThank you so much !",
"Alpha channel of Textures can't be deactivated in UV Editor\nOperating system: Windows10\nGraphics card:Geforce GTX 970M\n\nBroken: 2.91.0\nWorked: 2.83.0\n\nWhen you load an Image/Texture with an alpha channel in the UV editor, you can't turn the alpha channel off anymore, the image will stay black.\nIt worked in older Versions from 2.80 up to 2.83, there you only have to click on **Color** in **Display Channel** options.\n\nOnly areas that aren't black in the Alphachannel will be visible, in my examples I work with textures that need an all black Alpha channel.\n\njust load any Texture with Alpha channel in UV editor viewport\n\n\n\nHere an Screenshot from Blender 2.83.0 where it worked\n\n\n\n\nand here an screenshot of Blender 2.91.0, the same Texture is used, I also tried different settings under Image, but nothing works\n\n\n",
"Graph Editor: Automatic Colours can be confusing\nProblem: when there are many curves, the mapping from X/Y/Z/W to colour is inconsistent. For example, the same hue can be used for X in one bone and Y in another.\n\n**Proposal**: No concrete proposal yet, apart from the desire to have consistent X/Y/Z/W colours. The colour generator code could be altered to always produce the same hue for the same RNA `array_index`, for example, or use `array_index/array_length`.\n",
"EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n\n\nAfter clicking the glossy node header a few times:\n\n",
"Viewport Shading 'Attribute' Option Broken for Instanced Geometry\nOperating system: Windows 10\nGraphics card: Nvidia GTX 2080\n\nBroken: 3.5\nWorked: 3.4, 3.4.1\n\nWhen instancing a mesh to another meshes vertices, the Solid Viewport Color Option 'Attribute' is no longer displaying the vertex color data.\n\nCreate A Sphere, and using \"Vertex Paint Mode\" Paint a color onto the sphere.\nUsing geometry nodes set up the following, Group Input (Geometry) -> Mesh to points - > Instance on points -> Realize Instances -> Output (Geometry)\nSet a simple sphere as the object to be instanced.\nSet Shading mode to 'Solid'.\nToggle 'Attribute'\n\n",
"Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n",
"Diffuse Direct, Indirect Bake to Vertex Color Artefacts\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nWorked: This has never worked properly (At least in my experience)\n\nWhen baking Diffuse light to vertex color, black triangles and random dark spots appear in vertex color. This effect is more apparent with:\n- Area lights.\n- Emissive surfaces.\n- Lights with very high power.\n\n1. Create geometry and give each a byte_color vertex color channel.\n2. Place area lights in scene with high power.\n3. Bake diffuse direct and indirect to color attribute.\n\nSee .blend of my project attached. In the file i've already baked the emissive light to vertex color where you can see the artefacts. Switch to cycles live render view to see the correct output. I think the tiled texture may have something to do with it. I've added a tiled texture and packed it in the example.\n\n",
"Freestyle Line Style Color is clamped if not using nodes\nVersion: 2.82 beta (Feb. 11th build, Linux 64-bit)\nApologies if this is a known issue.\n[Freestyle Color Clamp.blend](Freestyle_Color_Clamp.blend)\n\n**How to reproduce:**\n - Open the attached file and inspect the color in both the RGB input node and the base color defined in the properties area.\n - Render the scene using the enabled freestyle nodes. This gives the expected result of [16.0, 16.0, 16.0] in the lines (this makes display white in filmic)\n - Now disable the \"use nodes\" setting. the line style will now use the \"Base Color\" in the properties area panel, which is the same as the RGB node.\n - Render the scene again. The RGB values are clamped, even though the base color parameter is equal to the RGB input node!\n\nSince HDR color values are already supported in freestyle, and are necessary for a filmic color pipeline, I see no reason why color should be clamped if not using nodes.",
"Creating over 2047 instances overrides object color viewport display\n[pointcloud-object-color.mp4](pointcloud-object-color.mp4)\n\n[#93245 cleaned up.blend](T93245_cleaned_up.blend)\n\n**Steps to Reproduce**\n- Open file\n- Toggle switch node or increase the \"False\" value to 2048\n\nAnother file that demonstrates the issue:\n\n\n### Original Report\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Beta\n\nIt seems that a geometry node scattering system created on one object can somehow change the display color of other point-cloud type objects, see gif \n\nIf we change the density of a scatter system assigned to this blue object, it can somehow change the display color of the other scatter object with a point cloud type\n\n\nIn file below, enable the node \n\n[bug.blend](bug.blend)\n\n\n\n\n",
"Eyedropper: Sampling on another window does not work on Linux\nOperating system: Ubuntu 20.04 LTS (Linux-5.4.0-40-generic-x86_64-with-debian-bullseye-sid 64 Bits)\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.37.0, 5.4.0-40-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\nGraphics driver: amdgpu-pro-20.20-1089974-ubuntu-20.04\n\nBroken: version: 2.90.0 Alpha\nWorked: none\n\nAfter [D7910](D7910), sampling on other windows should have worked but it still doesn't on Linux.\n\nMake sure to have 2 separate windows of the same blender file (`Window` > `New Window`).\nUse eyedropper from one window to sample something on the next.\nEyedropper tool becomes a normal cursor once it leaves the window that initiated the tool.",
"Nodes: Socket and title click detection is broken for multiple monitors\nOperating system: Windows 11 Home, Version 22H2, OS Build 22621.1265, 64-bit\nGraphics card: NVIDIA GeForce RTX 3060 Ti, NVIDIA GeForce RTX 2070 SUPER\n\nBroken: Blender 3.4.1, Blender 3.5.0 Beta (2cd7e70c18a8), Blender 3.6.0 Alpha (ef60b13c1f29)\n\n\nThe click detection for node sockets and titles does not work when using main windows in two separate monitors.\n\nThis issue is similar to 96255 , but I'm facing this issue even with UI scale = 1.0.\n\n\n1. Create a geometry node tree. Node socket/title click detection works properly.\n2. Create a new Main Window. Click detection still works.\n3. Move a main window to another screen. Click detection fails. Clicking and dragging sockets/titles triggers box selection. \n\n(See attached video)\n\nMain monitor: Dell U2720Q\nSecondary monitor: LG DualUp 28MQ780\n\n"
] | [
"Object/color picker only works within the same window\nOperating system:\nWindows 10 x64\n\nBroken:\nDate: 2018-11-29\nHash: 43e7c5dd434\nBranch: blender 2.8 (Beta)\n\nTrying to select a color using the picker gives a black color. This happens when opening Preferences as a separate window."
] |
Character walkDirection ADD mode -#INF error
**Category**: Physics
%%%It appears that if you set two character motion controllers on the same axis with opposite signs at the same time (ADD) it will sometimes result in an infinite vector for walk direction (and thus worldPosition). In the test file hold (W then S) or (S then W) or (A then D) (for some reason D then A doesn't do this).
Showing the console will show the outcome.%%% | [
"Design: Shading: Extend Clamp and Map Range nodes to work with Vectors\nI'd like to make these nodes work with vector inputs and outputs.\n\nIt's unclear to me as the the best way of doing this. \n\n\n\nSome options:\n\n - **Separate Nodes** : Create separate versions of these nodes with Vector sockets.\n\n - **Dynamic** : Use a dynamic socket. This is better from a UX perspective but how do we show this? For these two nodes, they are pretty pointless without a value input so the edit control could be hidden. The node then operates accordingly depending on the input link. \n\n\n\n- **Mode Switch** : Add vector input and output sockets and add a mode switch to hide the unwanted input socket. \n\n- **Double Sockets** : Add vector input and output sockets and depending what is connected. For vector only input, `Vector` > `Float & Vector`. For float only input, `Float` > `Float & Vector`. If both inputs are connected do `Float` > `Float` and `Vector` > `Vector`.\n\nFor the combined cases, the node would output and show both Value and Vector.\n\n\n\n\n\n\n\n",
"if multiple splines on the same place... no selection is visable\nOperating system: Linuxmint 19.0\nGraphics card:Geforce GTX1050\n\nBlender Version\n81ea815dcb6, blender2.8, 2018-12-12\n\nI created a spline for modelling.\nThen I converted the spline into a mesh.\n\nI want to delete some vertices, but I could not select any.\nBy clicking an moving I saw there is 1 vertice selected.\n\nBut any other selection is blind.\n\nBy the way: I don't even know how these >10 splines were created...\nsuddenly they where there...\n\n\n[Bug-Multiple Objects.blend](Bug-Multiple_Objects.blend)\n",
"Edge/Vert Slide fail to properly \"redo\"\nCurrently vertex & edge-slide use the mouse input to calculate which edge to slide, the direction to slide, and the **Even** toggle is set at runtime.\n\nUsing operator redo is not re-running with the same options, so redoing the action fails.\n\nWe could simply disable redo with this operator, however being able to toggle **Correct UV** is important.\n\nAdding this report to merge in duplicates, since there are various reports on this, which all have the same root-cause.",
"Viewport Z-Bias & retopology overlay related issues\nSince this is being reported frequently and retopology overly has caused some weird issue with mask display as well previously, it's best we keep track of them in a central place so we could check if any particular fix is working for all situations:\n\n------\n\nProblem still presents:\n\n- Retopology overlay affecting other parts of the drawing/picking operation: #109115 #107768 ~~#109277~~ ~~#107411~~\n- (Potentially related) Selecting when X-Ray turned on is not visually effective and then switching to face mode crashes: #110136\n\n------\n\nFixed:\n\n- ~~Wireframe visible in close distances: #110048 #109040 #109514 #109499 #109685~~\n- ~~Retopology overlay 0 z offset problem: #109662~~\n\n-------\n\nProbable cause:\n\nAs suggested in 107768#issuecomment-937545 , I believe the problem here is that\n\n1. `DRW_object_is_in_edit_mode` does not exclusively check if object is in edit mode, but it combines other logics that affects drawing and stuff.\n2. `XRAY_ENABLED` marco is not always accompanied with `RETOPOLOGY_ENABLED`, this leads to inconsistencies in the user interaction and the display.",
"Vector pass not being saved correctly when using the File Output node\nOperating system: Win 10\nGraphics card: RTX 3090\n\nBroken: 3.3\nWorked: Not sure\n\nAccording to doc, vector pass is a 4-component vector, but when it's being piped through to a File Node in the compositor, it seems only 3 components are saved. This causes some motion data to be missing in the final multilayer exr.\n\n- Open attached file\n- `Render` > `Animation` - it will render 1 frame and save 2 exrs.\n 1. One using the blender native file output\n 2. Another using the file Node\n\n- Once it's rendered, the compositor should auto update to load these 2 exrs files below. If not, refresh the input nodes.\n- Check the vectorblured output. They are different.\n[mblur-bug.blend](mblur-bug.blend)",
"TexBlendNode Python property tooltip incorrect\nBlender 2.8 \n\nI can not change the Progression or the Flip Axis for the Tex Blend Node with python. \n\nIt returns with an error that says \" no attribute use_flip_axis\". I thought this was my fault so I reached out for help on the Stack Exchange> [here ](how-do-i-change-the-blend-node-to-vertical?)\n\nThey think this is a bug or missing API?.. I checked online but could not see this bug reported so I thought I would let you guys know.\n\nI have used a rotate node to work around the problem but I am sure you guys would be able to fix this issue with ease.\n\n[#69973.blend](T69973.blend)",
"Multires: Missing updates are not communicated in the UI\nIntel Core i7, 16 Gb RAM, NVidia GeForce 2070 RTX\nWindows 10 x64\n\nBroken: 2.8x up to 6fff73e3f001 from 2020-01-23\nWorked: 2.79b\n\nCurrently it’s not possible to use Shrinkwrap (modifier and constraint) and Walk Navigation with Gravity (toggling Gravity causes you to fall through the floor, teleporting doesn't work) with object that has subdivided Multires and is in Sculpt Mode. In 2.79 Shrinkwraps are not updating during sculpting but it's still possible to see where objects are being shrinkwrapped. Not being able to see shrinkwraps becomes problematic in a very similar way as not being able to see textures while sculpting.\n\n\n1.\tOpen provided file in 2.79 and observe that Road and House objects are shrinkwrapped to the Landscape object while subdivided Multires is in Sculpt mode. You can use Walk Navigation with Gravity to walk or teleport over the surface.\n2.\tOpen provided file in 2.8, both Shrinkwraps will be disabled and you will not be able to teleport or walk across the surface in Walk Navigation mode.\n[No_Shrinkwrap_and_Walk_Gravity.blend](No_Shrinkwrap_and_Walk_Gravity.blend)",
"Motion Blur break position pass\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.6.0\n\nHi ! I just discover that the motion blur break de position pass.\n\n1. Choose Cycles render.\n2. Choose CPU Render.\n3. Active Motion Blur in the render properties.\n4. Enable Position pass rendering.\n5. Create a sphere then anim it.\n6. Hit render button.\n7. Constat the bug :)\n\n",
"Skin modifier root on every vert\nOperating system: win10\n\nBroken: (2.79b, 2.82)\n\nSingle vert is screwed into spiral via Screw modifier. Skin modifier treats every vert as root, ending up with bad polygon flow.\nLeft is object with modifiers, right is applied version to see issue clearly:\n\n\n1. Use single vert with offset from origin to create spiral via Screw modifier\n2. Put Curve modifier on it\n3. Add Skin modifier\n4. Apply every modifier before Skin\n5. Enter edit mode and see many roots\n6. Click \"Mark Root\" in Skin settings -> polygons calculated correctly\n\nIn attached file:\n6. Click \"Mark Root\" in Skin settings -> polygons calculated correctly\n[screw_skin_root.blend](screw_skin_root.blend)\n",
"Outliner: Alt+disable is work for all selected, but Alt+Enable is not\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n{key Alt LMB} generally enables a feature that repeats the operation on all selected items in the outliner.\nBut that seems to work only if the object is selected in 3d View.\n[2020-01-12_20-44-23.mp4](2020-01-12_20-44-23.mp4)\n\nOpen:\n[untitled4.blend](untitled4.blend)\n- select the three objects (either in 3d view or outliner).\n- {key Alt LMB} click on the icon that disables object in viewports.\n- {key Alt LMB} again to try to enable them all.\nOnly one object is enabled, because the others are not selected in 3dview.\n\n",
"Inconsistent Limitations of Instances in Geometry Nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIt's not clear what operations can or can't be done to an instance, eg. Extrude and Scale Element, Dual Mesh, Triangulate etc all work fine but Set Position doesn't. \n\nSorry for the complex file but I wanted to leave in all the nodes I'd been through before realising that I was working an Instance still.\nThe Set Position node was the first one in that line that gave me any indication that I was still on an instance.\n\n[12 Marching Squares.blend](12_Marching_Squares.blend)\n",
"Wrong result mixing 2 nodes of an image texture\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.3, 2.93\nWorked: unsure\n\nWhen using 2 nodes of the same texture and connecting the Color output from one and the Alpha from another, the result looks different in comparison when using both outputs from one node. Broken in EEVEE\n\n1) Open the file, switch to material preview/rendered\n2) Reconnect the color (or the alpha) link to another texture\n[Bug1.blend](Bug1.blend)",
"Cleanup: remove `Scene *` from dupli-list\n`SnapObjectContext` needs a `Scene *` to pass it to the dupli-list, which only needs to pass it to the particle system, which only needs it to obtain the gravity vector.\n\nThe gravity vector should only be read from the evaluated scene, but there are cases where the original scene is passed instead. Since the depsgraph is also passed to the dupli-list (`object_duplilist()`) & simulation code (`ParticleSimulationData`), that can be used to obtain the evaluated scene instead.\n\n- rainyDay\n",
"Multi-object-Mode: EditMode transform properties\nEdit-mode buttons currently only show median values for the active edit-object.\n\nThe Mean Crease value of the N panel doesn't work for multiple objects:\nHere i have 2 objects selected\n\nIn Edit Mode changing the Mean Crease value does change its effect only on the selected object:\n",
"Sculpt: Evaluate multiple paint steps at the same time.\nCurrently a paint step is evaluated one by one. Redoing multiple checks and calculations. In case those checks and calculations are similar we could improve performance by evaluating multiple paint steps in the painting kernel.\n\nWhen sculpting this isn't possible as geometry is changing, but when only effecting colors or attributes this could improve performance.\n\nChecks/calculations that would return the same result:\n* Clipping tests: In order to do this we should split clipping tests from brush tests.\n* Most texture evaluation\n\nWould especially improve texture painting performance as most effort at this moment was done to reduce the calls to these tests.\n\nA possible approach would be to collect the steps in a list, still evaluate them one by one. But brushes that can benefit would store the needed data in a list containing dynamic data per step.\nWhen the paint frame finishes the brush will be triggered to do the actual evaluation.\n"
] | [
"Character motion actuator additive motion not working correct\nIf there are two character motion actuators are used to get a waking and running speed the two values of the actuators are not added together if are both active.\n\nThe test characterBug2.blend file can be found in #36703\nTo reproduce the fault. Open the .blend file start the engine and press the up and then the shift key.\n\nActually we only can workaround this bug, if we disable the add on the second actuator and change the speed to the running speed.\n\nA possible way to fix this bug would be to set the motion speed every frame for every character motion object to zero, then the character motion actuators can add the motion speed to the the actual one."
] |
Bump node bug
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63
Broken: version: 2.81 (sub 11)
Worked: (optional)
Bump node don't read uv node correctly
[Машина.blend](Машина.blend)

 | [
"Hue correct node does not match other hsv nodes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 ATI Technologies Inc. 4.5.0 Core Profile Context 23.4.3.230420\n\nBroken: version: 3.6.0 Alpha\n\nunmodified hue correct node giving diff results than hsv node. The color should not be modified by this node if no settings have been changed and both node should have the same output util modified. \n\nwill reference this post 107583\n\nplugin the viewer to the hue correct and hsv node and the colors will be diff. there is no modification on these nodes\n\n\n",
"Armature combined with subdivision incorrect normals\nOperating system: Windows 10 Pro\nGraphics card: GeForce 1050ti\n\nBroken: 2.82 (broken in a different way), 2.83.14, 2.92, 2.93 beta, 3.0 alpha\nWorked: 2.79b (important is working in 2.81)\nWhen using an armature modifier and subdivision modifier on the same mesh you get the wrong normals. If the armature is applied to the mesh then the subdivision normals are correct. The problem with the armature and subdivision together only applies if the armature is posed.\n\nThis broke between good ba1e9ae4733a and bad da6929488a64, probably 9516921c05\n\nI think that a bug has come into 2.82 a fix has been applied but it has broken it differently. So between 2.81 and 2.82 something broke, then a fix was put in that is still broken but in a different way. So 2.81 is the good version.\n\nCreate a mesh and create an armature on the mesh. Add a subdivision modifier. Make sure the armature has a pose. Show the normals.\nThe consequences will mean that the surfaces are wrong and the subsurface and general render will just look wrong.\nGood:\n\nBad:\n\n\n[blender2_79b.blend](blender2_79b.blend)\n\n[blender2_92.blend](blender2_92.blend)",
"Segfault pasting stale driver.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\nDrives copied and pasted with significant change in file data in between can trigger segfaults. \n\n```\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nblender(BLI_system_backtrace+0x34) [0x55dfd70fd084]\nblender(+0xe151bd) [0x55dfd4bd41bd]\n/usr/lib/libc.so.6(+0x3cf80) [0x7f9b26870f80]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder26build_object_data_geometryEP6Objectb+0x170) [0x55dfd7000380]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder17build_object_dataEP6Objectb+0x54) [0x55dfd6ffb4b4]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x1d3) [0x55dfd6ffe2c3]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder22build_driver_variablesEP2IDP6FCurve+0x77) [0x55dfd6ffad87]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder14build_animdataEP2ID+0x1f9) [0x55dfd6ffe8b9]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x228) [0x55dfd6ffe318]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder16build_view_layerEP5SceneP9ViewLayerNS0_26eDepsNode_LinkedState_TypeE+0xb2) [0x55dfd7003892]\nblender(_ZN7blender3deg23AbstractBuilderPipeline16build_step_nodesEv+0x76) [0x55dfd6fea296]\nblender(_ZN7blender3deg23AbstractBuilderPipeline5buildEv+0x42) [0x55dfd6fea4b2]\nblender(DEG_graph_build_from_view_layer+0x33) [0x55dfd6fd24e3]\nblender(+0xef501a) [0x55dfd4cb401a]\nblender(wm_event_do_depsgraph+0xc5) [0x55dfd4f59245]\nblender(wm_event_do_refresh_wm_and_depsgraph+0x92) [0x55dfd4f593b2]\nblender(wm_event_do_notifiers+0x36a) [0x55dfd4f6055a]\nblender(WM_main+0x2b) [0x55dfd4f5532b]\nblender(main+0x367) [0x55dfd4b9da67]\n/usr/lib/libc.so.6(__libc_start_main+0xd5) [0x7f9b2685bb25]\nblender(_start+0x2e) [0x55dfd4bd056e]\n\n# Python backtrace\n```\n\n\n* Add a custom property to the Scene.\n\n* Right click on its value field, and run \"Copy as New Driver\".\n\n* Run `CTRL`+`N` or \"File\" —> \"New\" —> \"General\".\n\n* Right click on any value field, and run \"Paste Driver\".",
"Eevee RGB Curves node inaccurate compared to Cycles\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\n[eevee_rgb_curve.mp4](eevee_rgb_curve.mp4)\nThe transformation that the RGB curves node applies to a color differs slightly between Eevee and Cycles, even if the curve is left as default.\nNot sure if this is a bug or just a known limitation, but it breaks compatibility between Eevee and Cycles in edge cases.\n\n[eevee_rgb_curve.blend](eevee_rgb_curve.blend)\n\n",
"Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n\n\nThis is how it opens in max post export:\n\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n\n\nPrepared debug scene (as requested by Howard): \n\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n",
"Buffering of nodeGroups is not working correctly\nOperating system: Fedora 31 (5.3.16-300.fc31.x86_64)\nGraphics card: Intel Corporation UHD Graphics 620 (rev 07)\nNVIDIA Corporation GP108M [GeForce MX150] (rev a1)\n\nBroken: 2.81\nWorked: (optional)\n\nIn compositing mode, when connecting output of a Value node to Y input of Translate node, every thing works as expected.\nBut when putting the Value node to a group and enables the `Buffer Groups`, connecting the output of group (which is output of Value node inside it) to Y input of Translate node does not works as expected!\n\n\nOpen:\n[problem.blend](problem.blend)\n* F12 to update.\n* Note that the `Buffer Groups` option is enabled (SideBar).\n* Note that by disabling this option and updating the tree, node group will work again.",
"Unexplained reflection logic (artifacts) on water shader with bump mapping\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0\nWorked: Probably never\n\nUnexplained reflection logic (artifacts) on water shader with bump mapping.\n\n* Open the sample project in attachment.\n* Test the rendering in Cycles in the viewport.\n* Test the different shaders (Shading tab) with the tests cases in the object “Water_Large” in the “Water” collection.\n* Try to vary the height of the camera from 0 meter to many meters to see how it affects the artifacts.\n* You can also enable the “Test - Torus” collection for extra testing.\n\nThe object “Water_Large_SimpleReflection” shows the result without any bump mapping. The reflection is accurate. The object “Water_Large” shows the result with bump mapping applied. Naturally, the reflection is distorted because of the angle of the waves created on the reflection. That is normal, but the reflection of a portion of the rectangles is offset with wrong placement.\n\n**The problem:**\nFor a reason that I really cannot explain, the rectangles of 45 degrees are reflected vertically on the water surface from a precise horizontal position. Without expecting perfection, the reflection should have been displayed with an average of 45 degrees on the water. It is like a threshold where the reflection logic changes See the screenshot and check where the red arrow is for an indication.\n\n* On the screenshot “Camera 1 - 2 meters high”, we can see the reflection making a steep angle at a precise horizontal position on the water.\n* On the screenshot “Camera 2 - 20 meters high”, we can see the problem not being as present as on camera 1. There are still some artifacts.\n\n**Observations:**\n* The problem tends to disappear as we increase the camera distance from the water surface.\n* Furthermore, the problem is less apparent when the noise scale of the texture node used to create the height factor of the bump mapping is lower. You can play with the parameters of the “Water\" shader.\n* The objects closer to the camera are lower in the image height and also show are a more natural reflection (the rectangle at the right for example).\n\nAs you can see on the screenshots, a part of the far objects is being reflected correctly on the water surface, but the majority of the color is not aligned with the angle of the object. Strangely, the objects are being reflected at 45 degrees from the far horizon line and suddenly, from a virtual horizontal line, they start reflecting vertically as if the objects were totally vertical. And that happens at a precise vertical height on the water surface. This is exactly where the problem happens.\n\nFor years, I have never seen any issues with reflections. If you have a scene with a city skyline in the horizon, you are less likely to see that kind of artifacts. In the present case, we have the equivalent of skyscrapers, but at 45 degrees.\n\nI also tried with Blender version 2.93 and the problem is the same.\n\nBefore reporting this bug, I looked at the scene setup. To validate the nature of the problem, I decided to take into account the following factors. \n* The bump height and the distance are relatively low. Nothing exaggerated here to mess up the results.\n* The height of the camera is at 2 meters from the water surface, which is about the height of a human. Nothing exaggerated once again.\n\nI was not sure if that was a bug in Cycles or a limitation. I relied on the definition that has been given to me, “if it works as expected”, and clearly it is not working as expected. Therefore, I decided to report it.\n\n[ReflectionBug.blend](ReflectionBug.blend)\n\n\n\n\n\n",
"Rendered object in displayed as a transparent png\nOperating system: Windows-10-10.0.19043\nGraphics card: Radeon AMD Radeon HD 8500M (4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001)\n\nWorked: (3.2.0)\n\nidk if it is even a bug but when i render my object, it shows the object as a transparent png. how do i fix it?\n\n[donut.blend](donut.blend)",
"OSL CheckBox socket not working in NodeGroup\nOperating system: Windows 10 Home\nGraphics card: NVIDIA GeForce MX250\n\nBroken: 3.5.0\n\nOSL CheckBox socket doesn't work if the node is in the NodeGroup\n\n\n\n\n```osl\nshader test(\nint CheckBok = 0\n [[string widget = \"checkBox\"]],\noutput float out = 0\n){\nout = CheckBok;\n}\n```\n\n",
"Eevee alpha blend mode bug\nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nThis bug happened since blender 2.90\n\nIn the scene the two objects with alpha blend mode, flip the transparency depending on the point of view.\n\n[0000-0050.mp4](0000-0050.mp4)\n\nTest file:\n[Ui1.blend](Ui1.blend)\n",
"TexBlendNode Python property tooltip incorrect\nBlender 2.8 \n\nI can not change the Progression or the Flip Axis for the Tex Blend Node with python. \n\nIt returns with an error that says \" no attribute use_flip_axis\". I thought this was my fault so I reached out for help on the Stack Exchange> [here ](how-do-i-change-the-blend-node-to-vertical?)\n\nThey think this is a bug or missing API?.. I checked online but could not see this bug reported so I thought I would let you guys know.\n\nI have used a rotate node to work around the problem but I am sure you guys would be able to fix this issue with ease.\n\n[#69973.blend](T69973.blend)",
"Can't resize node in visible bounds\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\n\nWhen trying to resize a node, the node cannot be resized if the mouse is precisely on the edge of the node\n\nAdd any node in shader o geometry node editor and try to resize the node with the cursor in the border line of the node\n<video src=\"attachment\" title=\"2023-07-11 14-28-46.mp4\" controls></video>\n\n",
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n",
"Baking Procedural Wave Textures\nOperating system: Win10\nGraphics card: Nvid 2080ti / 3090 \n\n3.4 (and others)\n\nCannot bake these textures correctly. \n\nCreate an object. \nAdd a wave texture, set it to uv, and scale it to show many even lines. \nAdd a color ramp to tighten those lines, setting it to constant. \nPlug this into the bump/normal to make raised lines. \nNow bake this. \n\nThe lines will be a broken mess most of the time. I have tried almost every trick I can find/think of, and nothing makes this better. \n\nI am not sure it's a bug, but it is certainly a problem.\n\n",
"Blender 3.5.0 Win11 RTX3090 Fatal Crash on activating Cycles\n@deadpin thanks for replying.\n\nDriver Version: 31.0.15.3161 (NVIDA 528.24) DCH Win1164 installed\n\nCycles now working without issue thank u.\n\n_Originally posted by @Jaymi-McManus in /blender/blender/issues/106953#issuecomment-923094_\n\n>>>>>\n\nUpdate: \n\n1. Closed the ticket too soon, after adding some simple color, specular, metallic, changes in BSDF and then navigating between layout and other tabs, fatal crash occurs again\n\n2. Updated NVIDIA drivers to 31.0.15.3161 (NVIDIA 531.61) DHC / Win11 64 the issue still persists\n\nUpdate logs attached."
] | [
"Bump does not work using a UVMap node as input\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\n\nwhen trying to use bump maps - there is no result, both when using the bump shader node and when using normal mapping\n\n\ncreate any object, (plane/cube or any other), apply Principled BSDF, add bump node, add amy image of procedural map, connect image RGB to bump height, connect bump normal to principled normal - no result\n\n"
] |
Lost material in slot of Override Object
Operating system: Windows
Graphics card: Nvidia 960
Broken: 3.2.2, 3.3.0
Worked:
I have an object with some material slots.
Linking the collection with the object in the shot file and when I do the override, when I save an revert, the material slots are reassigned.
Open the Shot_file.blend, make local the material for editing (click on the Chain Icon).
Save and revert, the Yellow material will be asseigned to the white.
[2022-10-17 14-24-36.mp4](2022-10-17_14-24-36.mp4)
[MaterialOverrideBug.zip](MaterialOverrideBug.zip) | [
"Some icons cannot be overriden from python (e.g. 'Constraint.mute', 'use_fake_user')\nBroken: version: 3.3.0 Alpha\nWorked: Looks like this was once working in 2.80 (but has stopped working in 2.81)\n\nSome boolean properties apply an offset to their icon depending on the state of the boolean. This offset is applied even when an icon override is used, like so: `UILayout.prop(icon=whatever)`.\n\n**Workaround**\n```python\ndef get_icon_value(icon_name: str) -> int:\n icon_items = bpy.types.UILayout.bl_rna.functions[\"prop\"].parameters[\"icon\"].enum_items.items()\n icon_dict = {tup[1].identifier : tup[1].value for tup in icon_items}\n\n return icon_dict[icon_name]\n\ndef draw_with_icon_fix(layout, prop_owner, prop_name, icon: str, offset=1, invert_checkbox=False, **kwargs):\n \"\"\"Drawing some booleans in the UI with a custom icon can be \n annoying because Blender might offset the icon based on the boolean state.\n You can use this function to counter that offset. To find the offset, you have to \n trial and error, it's either 1 or -1. (Or 0 but then you don't need this)\n \"\"\"\n\n bool_value = getattr(prop_owner, prop_name)\n offset = offset * int(bool_value)\n if invert_checkbox:\n offset = 1 - offset\n icon_value = get_icon_value(icon) + offset\n layout.prop(prop_owner, prop_name, icon_value=icon_value, invert_checkbox=invert_checkbox, **kwargs)\n```\n\n- File with script within: [icon_madness.blend](icon_madness.blend)\n- Script should self-execute, look for a \"FixMe\" panel in the sidebar.\n\n\nSo this file works in 2.80 and is broken in 2.81:\n[icon_madness_2.blend](icon_madness_2.blend)",
"History filled with \"Double click to rename\" when user changed index of a UIList\n\n\nBroken: version: 3.2.0\nWorked: Never\n\n- open Blender\n- add particle systems\n- change particle systems index\n- see how your history got vanished by useless flags\n\nGifs: \n\n\nI believe in order to fix this bug,\na `SKIP_UNDO` flag need to be implemented at a property level \nexample: \n`my_uilist_idx : bpy.props.IntProperty(options={'SKIP_UNDO'},)`\n\nThis issue is not only linked with UILists indexes, but also with any properties used strictly GUI\n\nsee the blender dev thread where we talk about the general issue of using properties for interface\n4\n\n\n\n",
"Material slots menu: copy material and copy to selected work different\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nCopy and paste material actually work as copy of all data from one material to another.\nCopy to selected do not work as copy, it acts like material linking/referencing\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to material preview\n- In material properties tab open `material specials` popup\n- Click Copy materials to Selected\n[#85419.blend](T85419.blend)\n[2021-02-06_07-55-48.mp4](2021-02-06_07-55-48.mp4)",
"\"Repeat History\" unavailable after \"Undo\"\nCurrently undo clears the operator history,\nideally this should instead keep these actions in sync with the undo history.\n",
"Collection holdout on grease pencil objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.4\nWorked: unknown\n\nHoldout option on collection doesn't work, if objects it is containing are grease pencil objects. Alpha of contained GP objects remains on 1 / solid in viewport as well as in render.\n\nPS: This behavior would help a lot with compositing linework made with \"linework modifier\" of grease pencil. In shots where characters are obscured by objects linework should obscure them as well but if in the same shot character comes in front of the object suddenly the opposite is needed.\n\nsample .blend file (steps included):\n[collection holdout grease pencil bug.blend](collection_holdout_grease_pencil_bug.blend) \n1. create GP drawing (GP Suzanne will work fine)\n2. create collection for it and move it in the colection\n3. repeate first two steps but move the new GP object in front of the first one (Default GP stroke might be mor suitable in this case)\n4. in collection settings of the collection made for second object (the stroke) check the holdout option.\n5. render image and you should see the second gp object remaining opaque.\n\n**given result**\n\n\n**expected result**\n[achieved by converting GP stroke to curve and extruding the curve]\n\n\n",
"Collada: Lost all instances of collections when exporting from .blend to .dae\n\nOperating system: Ubuntu Mate 19.04 - Linux-5.0.0-13-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 400 (Braswell) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\nLost instances of collections in Collada export\n\nI use the collections instances a lot. Unfortunately when I go to export the project from Blender to Collada format the instances are not converted. If there is no direct conversion, is it possible to convert the instances of collections into objects? \n\nThis bug is similar to this one: T54441\n\n\n\n\n",
"Texture paint undo sometimes changes texture slot\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80 (sub 48), 2019-03-12 13:53, hash: 936014ea8c74\n\nWhen texture painting on a particular texture slot, then undoing that painting, sometimes the selected paint slot will change.\n\nI couldn't reproduce from the default startup file, so I've stripped down the file that's having problems as much as I can.\n\n1. Open attached file\n2. Select paint slot \"Skin mask\" from either topbar or properties panel.\n3. Paint some strokes on the model or image editor\n4. Press Ctrl-Z\n5. Notice the paint slot is no longer set to \"Skin mask\"\n\n- - -\n\n- Change to the Skin Mask slot.\n- Paint a single stroke in the image editor.\n- Undo two times.\n- Paint another single stroke in the image editor.\n- Undo one time.\n- Notice that the slot changed.\n[texturepaintbug.blend](texturepaintbug.blend)",
"Retopology Overlay Color Location\nA user noted that the overlay can be difficult to see when using random object colors: 15\n\nOne solution would be to move the color from the theme to the workspace, and expose it in the overlays popover.\nI think that just exposing the color isn't enough, because editing a preference outside of the preferences window does not autosave.\nMeaning that if you change the color in the popover, save your project, and restart Blender, the color would be back to default.",
"render_color_index API is lost after GN mdifier\nOperating system: Mint\nGraphics card: Nvidia\n\nBroken: 3.6 beta\nWorked: ?\n\nrender_color_index API is lost after GN mdifier\n\nOpen the attached file and run the script\nWhen we get the evaluated mesh, you can see that for meshes without modifiers or with \"simple\" modifiers, we still can access the render_color_index value.\nFor GN modifier, this value is lost, return -1\n\nIt not happen is GN tree has only input -> output, but when you modify the tree, like in my example, value is -1\n\n",
"Error in Message of Linked data is Missing\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6 beta\n\nThe message about the lost linked data mentions Proxies that have been removed since 3.0. Perhaps it should be replaced with \"Library Overrides\"? The error is not only in the pop-up window, but also in the Info editor\n\n\n\nOpen this file\n[bandit_anim_2.blend](attachment)\n\n",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"Scene update bug\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n\n\n\n\n\n\n\nopen this file, select plane and try to select for this plane any mesh - all this meshes don't have users, but was saved, try to select material - materials was saved, but don't have users, \nwe can revert, close and open again many times - materails and meshes will be saved.\ntry to add gruop instance - we will have all this groups is empty.",
"Boolean modifier assigns wrong material\nOperating system: win10\nGraphics card: 1050 ti\n\nBroken: 3.4 alpha\nWorked: 3.3.2\n\nMaterial transferred during boolean operation is not the one assigned to target geometry.\n\n[boolean_material_update_problem.blend](boolean_material_update_problem.blend)\nOpen attached file or:\n\n - Create some boolean difference situation with modifier\n - Add two materials to target, assign first to geometry and put it on second slot -> modifier owner slice has wrong material\n\n\n",
"Crash when adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)",
"WARN (bpy.rna) current value '3' matches no enum in 'SpaceProperties', '(null)', 'context'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\n\n```\nWARN (bpy.rna): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1339 pyrna_enum_to_py: current value '3' matches no enum in 'SpaceProperties', '(null)', 'context'\n```\nwhen first time run the script below, it will get error`item.attr = val: enum \"MATERIAL\" not found in ()`\nbut when the property panel is exist (run the second time), it works. \nIt is an updata bug for the panel? How can I solve this problem or skip it?\n\n\n```\nimport bpy\n\narea_props = bpy.context.window_manager.windows[-1].screen.areas[-1]\narea_props.type = 'PROPERTIES'\nprint(area_props.spaces[0].context)\narea_props.spaces[0].context = \"MATERIAL\"\n```"
] | [
"Library overrides does not work well with Materials.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1 Release Candidate\nWorked: No\n\nAfter saving and reloading, the object's material changes unexpectedly.\nThis bug only appears on objects that have library overrides.\n\n\n**Exact steps for others to reproduce the error**[bug check.zip](bug_check.zip)\n\n1. Download bug check.zip\n2. Open the t2.blend file. You can see that the cube contains red and green.\n3. Then select mat2a in the material list and save it as t4.blend.\n4. Reload t4.blend, and the cube is only red.\n\nMy current bypassing method:\nBefore saving, choose the same material slot as t1.blend. Only in this way can the object's material do not turn into another.\n\nt1.blend is the original data.\nt2.blend is a link of t1.blend, and then replace the data material to the object material.\nt3.blend is wrong, just like the t4.blend you get.\n\n",
"Can't create library override for a material on an object inside a collection with a library override\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.3.1\n\nI want to change the materials (non-destructively) on objects inside a linked collection with a library override, but I can't:\n\n\n\n1. Link a collection\n2. Use the Object menu to create a library override on the collection (no right-click option in the outliner, weirdly).\n3. Select an object in the collection and attempt to make a library override on a material\n\nResult:\n\nNothing seemingly happens, except for a color change in the theme.\n\nExpected:\n\nI should be able to create a library override and change the material."
] |
Adding a mask modifier causes the shape key driver to fail.
Operating system:windows10(64bit)
Graphics card:GTX2060
Broken: ver 2.82 it is not daily build
Worked: (optional)
1.Make two cube meshes.One is a source. One is a target.
2.Create an arbitrary shape key for each mesh.
3.Set the following data of the source mesh as the key driver of the target mesh.
data.shape_keys.key_blocks - [x] .value
4.Add a mask modifier to the source mesh and mask some vertices using vertex groups.
5.An error occurs when updating the driver.
blend file
[Mask_Modifier_Bug.blend](Mask_Modifier_Bug.blend)
video
[Blender 2020-02-26 03-06-00.mp4](Blender_2020-02-26_03-06-00.mp4)
Problem can be avoided if this is driven by the mesh datablock instead of the object datablock.
[Mask_Modifier_Bug_driven_by_mesh_datablock_instead_of_object_datablock.blend](Mask_Modifier_Bug_driven_by_mesh_datablock_instead_of_object_datablock.blend) | [
"With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)",
"modifier display/render driver not responding.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: unknown\n\nIf I have my Mask display/render driver from another objects display/render setting, changing controlling obj disp/render doesn't take effect without coaxing.\n\n1. Open the attached file. \n2. In outliner, disable the viewport display of the Cube object (drives Mask visibility of part of Sphere object)\n3. For the Mask modifier, slide the Threshold a little. Display effect now takes place.\n\nThis all works without a problem if I animate the Cubes visibility. This appears to be a problem for any/all modifier display drivers (e.g., Subdiviison). Sometimes I just need to hover over a value like Threshold, or just over time it responds to the change.\n\n",
"mask visibility in sculpt mode using shape keys or generative modifiers\nOperating system: Windows 10\nGraphics card: nvidia 1060 Ti\n\n2.8 RC2\n\nIf you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.\n\n\n- Add UV Sphere\n- Sculpt mode\n- Paint a mask\n- Create shape keys\n\n\nOr from the default startup:\n- in sculptmode, `Mask` > `Invert Mask` (default cube should turn dark)\n- strokes dont have an effect now (this is expected)\n- add **any** generative modifier to the default cube (e.g. triangulate)\n- back in objectmode, save the file\n- reload the file\n- enter sculptmode\n- no mask is visible\n- strokes dont have an effect now (this is confusing since you are not aware masks prevent an effect since you dont even see the masks)\n\n(note we have the option `Use Deform Only` in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)",
"Toggle to Edit Mode call error when the Blender use linked a object data from another file\nOperating system: Linux 5.10.2\nGraphics card: Intel Haswel (4-th Gen ) HD Graphics 4600\n\nBroken: 2.92\n\n\nToggle to Edit Mode call error when the Blender use linked a object data from another file\n\n\n1) Create any object in a scene and save this file \n2) Create a new blend file and link the object from previous saved a file with `File` → `Link..` and then select this object.\n3) Then convert linked object to local object with `Object` → `Relations` → `Make Local...` → `Selected Objects`\n4) Select the object and press Tab that go to Edit Mode. \n5) Error - Unable to execute 'Toggle Editmode', error changing modes\n\nor download both files and then open linked.blend:\n\n[source.blend](source.blend)\n[linked.blend](linked.blend)\n\n",
"Editing an object that is referenced in a disabled modifier (of another object) forces the other modifiers on the same stack to update\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\nWhen there are two Boolean modifiers, and the second one is disabled, editing its shape still recalculates the Boolean operation if the first one is enabled.\nEven when both modifiers are disabled, editing their shapes is slower than editing the same shape that is not targeted by a Boolean modifier.\n\nAs an example:\n\n[2020-01-17_18-02-50.mp4](2020-01-17_18-02-50.mp4)\n\n\n- Open [#73199-testboolean.blend](T73199-testboolean.blend) (or add two cubes, make a dense mesh, add Boolean modifiers to the dense mesh each targeting a cube).\n- Switch off a single Boolean modifier.\n- Edit the mesh that is targeted by that Boolean modifier. This is slow.\n- Switch off the other Boolean modifier.\n- Edit the same mesh as above. This is now much faster.\n- Add a third cube and edit it. This is still faster than in the previous step.\n\n",
"Meshes with the remesh modifier disappear when they are edited at the same time\n**System Information** :\nOperating system :Windows10, CPU:3950X\nDisplayCard: RTX4000\n\n **Blender version**: \nBlender:2.92\n\nWhen editing multiple objects in edit mode, if you edit more than one at the same time, some modifiers (such as remesh) cause the meshes to disappear.\n[2021-04-13 07-02-23.mp4](2021-04-13_07-02-23.mp4)\n\n- Open attached file\n- In edit mode select the face of an object\n- Scale (modifier updates correctly)\n- Deselect all and select the face of the other object\n- Scale (modifier updates correctly)\n- Select both faces\n- Scale (Meshes disappear)\n\n[UNTD_SIMPLIFIED.blend](UNTD_SIMPLIFIED.blend)\n\n---\n**Original description:**\n\nI added a lot of modifiers to these two objects.\n\nSelect one. Edit mode scale is fine. \n\nSelect two edit modes scale will disappear\n\nTest file : \n[UNTD.blend](UNTD.blend)",
"Remeshing object with subdivision modifier hangs Blender\nOperating system: macOS 10.14.6\nGraphics card:\n\nBroken: All versions of Blender but tested on Version 2.93.0 (2.93.0 2021-02-25) & Version 2.92.0 (2.92.0 2021-02-25)\nWorked: ?\n\nRemeshing object with subdivision modifier hangs Blender\n1 Add a subdivision modifier to the default cube, set it to 2 or more.\n2 Jump into Sculpt mode and remesh with default voxel settings, it should work fine.\n3 Undo the last remesh and now change the voxel size to 0.002 m and remesh again, it hangs.\n\n\nDo step 1 again, this time apply subdivision modifier and then try to remesh with voxel size of 0.002 m, it should work\n\n\n\n",
"GPencil: Tint modifier in Fill mode, don't get restricted by vertex group influence\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nTint modifer in Fill mode, don't get restricted by vertex group as influence. in other hand, it works well on stroke mode,i really need this to be fixed really soon as possible please, see video\n\n",
"Seemingly no way to remap \"use tool\" button?\nBroken: 2.80+\nWorked: 2.79\n\nSee 599\n\nThere doesn't seem to be a way to remap or disable the button which activates the tools selected by the buttons found in the T panel. Sometimes this button conflicts with the 2.7x keymap. For example, in the node editor, left tweak *always* applies the selected tool (box select by default), which prevents all the 2.7x Left Tweak shortcuts from working\n\n\n[27_28_keymap.blend](27_28_keymap.blend)\n\n1. Open the file with --factory-startup\n2. Go to the keymap section in the preferences\n3. Select the 27X preset\n4. Try to use the Shift+Left Tweak shortcut to add a reroute node\n5. Box select will be invoked instead",
"Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n",
"Splitting two modifier keys between two input devices doesn't work\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.0\n\n\nPressing modifier keys from two keyboard device doesn't correctly register in blender.\n\n\n- Have two physical \"Keyboard\" device that both have modifier keys\n- Press Ctrl on keyboard 1 and Alt on keyboard 2\n- Blender doesn't recognize that both Ctrl and Alt are pressed.\n\n-----\n\nOriginal description:\n\nHi - I have modifier keys (shift, alt ctrl) assigned on mouse and keyboard and razer keypad. \nI use alt to select edge/face loops without issue. \nIf I press shift+alt on keyboard then I can select as many loops as I like. Same if I press shift+alt both on mouse. \nHowever, if I use modifier keys combined between deviced (shift on keyboard and alt assigned on mouse, or vice versa) then it lets me add only one additional loop to selection only. \nI initially thought it was accessory issue, but Its true with my default keyboard, razer keypad, logitech G600 and Razer Naga mouse, I suspect the issue is within blender. \n\nIn summary combining modifier keys between keyboard/mouse doesn't seem to work, atleast with loop selections. Any advice? Thanks\n",
"Segfault pasting stale driver.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\nDrives copied and pasted with significant change in file data in between can trigger segfaults. \n\n```\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nblender(BLI_system_backtrace+0x34) [0x55dfd70fd084]\nblender(+0xe151bd) [0x55dfd4bd41bd]\n/usr/lib/libc.so.6(+0x3cf80) [0x7f9b26870f80]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder26build_object_data_geometryEP6Objectb+0x170) [0x55dfd7000380]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder17build_object_dataEP6Objectb+0x54) [0x55dfd6ffb4b4]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x1d3) [0x55dfd6ffe2c3]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder22build_driver_variablesEP2IDP6FCurve+0x77) [0x55dfd6ffad87]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder14build_animdataEP2ID+0x1f9) [0x55dfd6ffe8b9]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x228) [0x55dfd6ffe318]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder16build_view_layerEP5SceneP9ViewLayerNS0_26eDepsNode_LinkedState_TypeE+0xb2) [0x55dfd7003892]\nblender(_ZN7blender3deg23AbstractBuilderPipeline16build_step_nodesEv+0x76) [0x55dfd6fea296]\nblender(_ZN7blender3deg23AbstractBuilderPipeline5buildEv+0x42) [0x55dfd6fea4b2]\nblender(DEG_graph_build_from_view_layer+0x33) [0x55dfd6fd24e3]\nblender(+0xef501a) [0x55dfd4cb401a]\nblender(wm_event_do_depsgraph+0xc5) [0x55dfd4f59245]\nblender(wm_event_do_refresh_wm_and_depsgraph+0x92) [0x55dfd4f593b2]\nblender(wm_event_do_notifiers+0x36a) [0x55dfd4f6055a]\nblender(WM_main+0x2b) [0x55dfd4f5532b]\nblender(main+0x367) [0x55dfd4b9da67]\n/usr/lib/libc.so.6(__libc_start_main+0xd5) [0x7f9b2685bb25]\nblender(_start+0x2e) [0x55dfd4bd056e]\n\n# Python backtrace\n```\n\n\n* Add a custom property to the Scene.\n\n* Right click on its value field, and run \"Copy as New Driver\".\n\n* Run `CTRL`+`N` or \"File\" —> \"New\" —> \"General\".\n\n* Right click on any value field, and run \"Paste Driver\".",
"Sculpt Mode Border Mask Tool Todo\n## Sculpt Mode Border Mask Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from mask, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools",
"Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n",
"Autokey function hinders execution of drivers\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nWorked: Never (2.80+)\n\n- Open General template\n- Enable auto-keyframing in preferences for new scenes\n- Create new scene\n- Add cube\n- To Location X type `#frame`\n- Scrub timeline\n\nDriver won't update\n"
] | [
"Can't use shape key properties in driver when modifiers generate a new mesh\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.94\n\n\nBroken: version: 2.80 (sub 72)\nWorked: 2.79\n\n\nI have simple setup: two objects with shape keys. Lets say obj1 called 'Parent' (not really parented) with shape key that drives shape key 2 on child object. Works ok. \nBut when we add modifier to 'Parent' obj, and use 'Update dependencies' of child driver properties, error is displayded: 'Invalid python expression'. This works ok in blender 2.79\n\nIn attached blend file:\n1. Change shapekey value on 'Parent' object. Child is updated. Works ok\n2. Add subsurf od 'Parent' obj, and press 'update dependencies'. It won't work now even though it worked in 2.79\nBlend file:\n[Shape_modifier_bug.blend](Shape_modifier_bug.blend)\nAnd video with steps:\n[Shape_modifer_bug.mp4](Shape_modifer_bug.mp4)\n\nAnd for reference same file for blender 2.79b - it works ok:\n[Shape_modifier_works279.blend](Shape_modifier_works279.blend)\n\n"
] |
Crash when clicking right mouse button in 3dview in object mode
Linux Mint 17.2 32bit; Cinnamon 2.6.13; Kernel 3.16.0-38-generic; i5 integrated graphic processor
Broken: 2.77a 32bit
Worked: 2.76 32bit
Blender crashes with a segfault when clicking the rmb anywhere in the 3dview in the object mode.
Tail output of gdb:
warning: the debug information found in "/usr/lib/i386-linux-gnu/dri/r200_dri.so" does not match "/usr/lib/i386-linux-gnu/dri/i965_dri.so" (CRC mismatch).
found bundled python: /home/YYY/Progs/blender-2.77a-linux-glibc211-i686/2.77/python
[New Thread 0xa99ffb40 (LWP 19743)]
[New Thread 0xa91feb40 (LWP 19744)]
[New Thread 0xa89fdb40 (LWP 19745)]
Program received signal SIGSEGV, Segmentation fault.
0xacfca580 in ?? () from /usr/lib/i386-linux-gnu/dri/i965_dri.so
See above. Occurs in vanilla install.
| [
"The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n",
"Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n\n\nNot sure if this can be a bug. Please check.",
"Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.",
"Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n",
"The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n",
"Extremely frequent crashing when using the compositor. Especially when using the glare node.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I believe it was far more stable before the realtime compositor implementation. (Blender 3.3-ish)\n\nBlender crashes extremely frequently when using the compositor on my system, especially when the glare node is being used at all. Does not seem related to vram or system specs, and looking through logs has not come up with any errors - it just closes.\n\nAdjust compositor glare node values with the viewer enabled. It seems to crash within a minute of doing so, usually sooner.\n\n",
"Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405",
"Running a script that registers an operator from the same operator crashes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIf you execute an `bpy.ops.text.run_script()` through the operator through the panel in a Text editor, then blender crashes.\n\nP.s. maybe it's my fault and I did something wrong, but is blender supposed to crash?\n\nCopy the script or download the file:\n```Py\nimport bpy\n\nclass Op(bpy.types.Operator):\n bl_idname = 'op.op'\n bl_label = \"Op\"\n def modal(self, context, event):\n bpy.ops.text.run_script() # <------- here -------\n return {'FINISHED'}\n def invoke(self, context, event):\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n self.layout.operator(Op.bl_idname, text='Click me')\n\n\nclasses = (Op, Panel)\n\ndef register():\n for c in classes:\n bpy.utils.register_class(c)\ndef unregister():\n for c in reversed(classes):\n bpy.utils.unregister_class(c)\n\nif __name__==\"__main__\": register()\n```\n\n",
"Intermittent Segfault When Programmatically Creating Node Group\nThere have been intermittent crashes plaguing some of my addons. I think I have narrowed it down to creating node groups using the Python API. Specifically, to connecting something to a new node output.\n\nEnclosed [ldo_node_crash.py](ldo_node_crash.py) is a simple script that seems to reliably reproduce the problem for me; I hope it does for you, too. Open it in, or paste it into, Blender’s text editor, and run with ALT-P. I set the loop to run for 10 iterations, but for me, so far, it has always crashed before that.\n\nI am currently normally running Blender 2.82 on Debian Unstable AMD64; I tried a Blender build from the latest master branch, and the crash happens there, too. The backtrace looks like this:\n\n```\nblender-build-latest-debug/bin/blender(BLI_system_backtrace+0x26) [0x8257e79]\nblender-build-latest-debug/bin/blender() [0x2a09cfc]\nblender-build-latest-debug/bin/blender() [0x2a09efc]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3b7e0) [0x7f5c97ff07e0]\nblender-build-latest-debug/bin/blender() [0x3919d1c]\nblender-build-latest-debug/bin/blender() [0x3919e13]\nblender-build-latest-debug/bin/blender(node_connected_to_output+0xf6) [0x391a0a6]\nblender-build-latest-debug/bin/blender(ED_node_tag_update_nodetree+0x41) [0x390df93]\nblender-build-latest-debug/bin/blender() [0x321f7c6]\nblender-build-latest-debug/bin/blender(NodeLinks_new_call+0x98) [0x323b5c9]\nblender-build-latest-debug/bin/blender(RNA_function_call+0x47) [0x3159a88]\nblender-build-latest-debug/bin/blender() [0x334374e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyObject_FastCallKeywords+0xd7) [0x7f5c9890c887]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(+0x6dfc3) [0x7f5c9871bfc3]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalFrameDefault+0x68a2) [0x7f5c98722c42]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalCodeWithName+0x92d) [0x7f5c988443dd]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCodeEx+0x3e) [0x7f5c9884465e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCode+0x1b) [0x7f5c98844e8b]\nblender-build-latest-debug/bin/blender() [0x333463c]\nblender-build-latest-debug/bin/blender(BPY_execute_text+0x39) [0x33348cc]\nblender-build-latest-debug/bin/blender() [0x3969d26]\nblender-build-latest-debug/bin/blender() [0x3969dfb]\nblender-build-latest-debug/bin/blender() [0x2ce7313]\n```",
"Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)",
"Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n",
"LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n",
" EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"Blender Crash MacOS Arm M1 - Wireframe - Memory issue\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.1.2\nWorked: Any version using linux/windows\nWorked: version: 3.1.2 on Intel base Mac\n\nBlender crashes with a viewport in wireframe mode or tries to allocate ~100 GB memory when .\n\nBase: default blend file.\n\n1. Go to \"Geometry Node\" tab\n2. Create new node setup\n3. Add Mesh line node\n4. Set count to something big like 256^3 (this was my test case)\n5. Switch the viewport to wireframe\n6. Crash\n\nNote: Slower increase can lead to huge memory consumption by blender:\n\n\nExample node setup:\n\n\nSwitch to wireframe:\n\n\n",
"Regression: Attempt to move object with Copy Location (with Offset) crashes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nA consistent crash when trying to move an object with COPY LOC w/ Offset enabled.\n\n\n1. Open the attached blend file\n\n2. Move the pre-selected object in any direction, you may have to do this two or three times\n\n3. program will crash with EXCEPTION_ACCESS_VIOLATION\n\nThis is happening every time.\n\n```\nStack trace:\nblender.exe :0x00007FF73E03C510 blender::bounds::min_max<blender::VecBase<float,3> >\nblender.exe :0x00007FF73E03BD30 blender::FunctionRef<void __cdecl(blender::Bounds<blender::VecBase<float,3> > &)>::callback_fn<<lam\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF7425212F0 blender::CacheMutex::ensure\nblender.exe :0x00007FF73E042390 BKE_mesh_minmax\nblender.exe :0x00007FF73E0409F0 BKE_mesh_boundbox_get\nblender.exe :0x00007FF73E02E940 BKE_object_boundbox_get\nblender.exe :0x00007FF73E02F410 BKE_object_dimensions_get\nblender.exe :0x00007FF73E613520 RNA_property_float_get_index\nblender.exe :0x00007FF73E235050 dtar_get_prop_val\nblender.exe :0x00007FF73E235410 evaluate_driver\nblender.exe :0x00007FF73E168590 calculate_fcurve\nblender.exe :0x00007FF73E156270 BKE_animsys_eval_driver\nblender.exe :0x00007FF73E4464F0 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF73E446320 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7425175C0 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FF9998CA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF9A5D192C0 recalloc\nKERNEL32.DLL :0x00007FF9A6F72690 BaseThreadInitThunk\nntdll.dll :0x00007FF9A882AA40 RtlUserThreadStart\n```\n\n"
] | [
"Right Click (Object selection) within Linux Mint 17.3\nOS Linux Mint 17.3\nGfx Intel HD4000\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\n\n2.77 (sub 0), branch: master, commit date: 2016-04-05 18:12, hash: abf6f08\n\nWorked: (optional)\nversion 2.76 (sub 0), branch b'master', commit date b'2015-11-03' b'10:56', hash b'f337fea', b'Release'\nbuild date: b'2015-11-03', b'14:19:26'\n\n\nSelecting any Object using right click crashes blender. I have even tried using the latest daily build with the same results. I am able to select Lamps and camera etc with no problem, but when selecting a mesh blender will crash. However if using blender version 2.76b and I right click to select object, objects are selected as expected without any problem [blender.crash.txt](blender.crash.txt). I have attached the crash report Generated\n\nStart Blender and click on default cube. Blender crashes\n"
] |
Pin in property tab
Operating system: window 10 pro v 20h2
Graphics card: AMD Radeon R7 200 series
Broken: 2.93.4
object data property: pin not work properly (A few options disappears when Object data properties tab is pinne)
| [
"Multi-Object Properties Editing\nIn Blender, we want to make it easier to set values for multiple objects, bones, strips, keys and other items at once. \n\nCurrently you can do this in limited circumstances, but you have to right-click on a value after you've changed it and pick Copy to Selected from the menu or hold Alt while editing values. This not only slow, but also very hidden, and the Alt-key conflicts with Emulate 3 Button Mouse. Lastly, it isn't clear at all to users which values work for multi-editing, and which values don't.\n\nHere's how we would like to solve it:\n\n\n## Selection vs Active\n\nThe concept of ***active*** in Blender means that we only show properties and only affect the active object or item. However, if we want to better support multi-item editing, we must start by making it so the Properties reflects the ***selection*** rather than the ***active*** item, of which there can only be one. Going forward, by default the Properties will be set to reflect the selection instead. This could be controlled in the Properties like so:\n\n{[F8363009](Screenshot_2020-02-22_at_17.34.54.png), size=full}\n*(The search box is added here to reflect how the Properties will be updated when that item is also added, but is a separate feature)*\n\nIf set to ***Active***, the Properties will continue to function as it does today, only showing properties for the active item.\n\n## When there are multiple selected items\n\nWhen the user has selected multiple items, a few things change:\n\nInstead of showing the name of the object at the top, Blender tells the user how many items are selected:\n\n\nIn the list of tabs, only properties sections are shown that are common among the selected items. For example, if you select a text and a mesh object, we don't show Modifier, Mesh or Curve Properties, since these properties only exist on a subset of the selected objects:\n\n\nThis rule also goes for individual panels. Here, both a Sun and Spot light are selected, and we only see properties that are shared between them. A note at the bottom clarifies that you are only seeing the shared subset:\n\n{[F8364914](Screenshot_2020-02-23_at_18.49.33.png), size=full}\n\n## When values differ\nWhen multiple items are selected, Blender will compare values to check if they are the same, or if they are different. If they differ, we change the way properties are displayed, like so:\n\n{[F8363037](Screenshot_2020-02-22_at_17.52.51.png), size=full}\n\n\n\n## Manipulating values across multiple items\n\n\n\nFor simply setting a value to be the same. you would simply type a new value, hit Return, and that value is then propagated to the selection.\n\nFor manipulating numbers and sliders relatively, you can just drag on them (like Alt-dragging today), or type the character '=', so the user can type '= -3' to subtract 3 from the value on all selected items.",
"Support all attributes in the non-point cloud attribute list\nSee #87827.\n\n* position\n* UVMaps\n* Vertex groups\n(...)\n\nTechnical design discussion: #88460",
"Undo in Armature Edit Mode does not undo Custom Properties\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.5 Beta\n\nUndo in Armature Edit Mode does not undo changes to Armature Custom Properties\n\n- [optionally] In default scene delete all objects\n- Add an \"Armature\" object\n- Go to `Edit Mode`\n- In `Object Data Properties` add a `Custom Property`\n- Change the value of the property (to for example `0.0`) in order to add an Undo step\n- Try undo (`Ctrl+Z`)\n\nThe step is not undone in edit mode.\nInterestingly, changes to the Custom Properties of Bones are correctly undone in Edit mode.\nThis makes it seem that changes to Armature Custom Properties were perhaps missed in the Armature Edit Mode Undo Context.\n\n---\n**Original Report**\n[Video](3RZNWd5tRQI)\nNote when changing the **head size** in the redo panel, you can observe how the number of elements in in the Collection Property `bones_for_delete` grows.\n\n1. Execute the script generate_rig.py from the file, if you do not have automatic script execution enabled\n2. After execution, the Generate Rig panel will appear in the Rig category\n3. Select Empty.021 first, then Armature.001. Switch to armature editing mode, and click Generate Rig on the panel\n4. The bones will appear, and also the text on the panel will notify that there are elements in bones_for_delete. After that, you can scroll the **head size** on the redo panel, or simply undo the operator. the label in the panel will notify you that the number of items will not change\n\n",
"Hair (Particles): Cannot animate the property hair_lenght\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14739 Core Profile Context 21.6.1 27.20.22001.14011\n\nBroken: version: 2.93.5\n\nI can't animate the hair_lenght property in hair (particles)\n\n1. Select an object (mesh) and add hair (particles) to it.\n2. Add an animation key in the Hair Lenght property (4m by default).\n3. Change to another frame, modify the Hair Lenght property (put 0m for example) and add a new animation key.\n\n",
"`Object().users_collection` and `Object() in Collection().objects.values()` don't work in drivers.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\n`self.id_data.users_collection` always reads out to an empty `tuple` in drivers.\n\n`self.id_data in bpy.data.collections- [x].objects.values()` always evaluates out to `False` in drivers, even when the equivalent expression evaluates as `True` in the interactive terminal.\n\n* Add a driver to any property of the default cube.\n* Enable \"Use self\" on the driver.\n* Set the driver code as follows: `[print(self.id_data.users_collection),0][-1]`\n\nThe empty `tuple` will be printed out to the console.\n\n* Set the driver code as follows: `[print(next(iter(c for c in bpy.data.collections if self.id_data in c.objects.values()))),0][-1]`\n\nA `StopIteration` exception will be raised.",
"Empty object property \"Size\" should be \"Radius\"\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.0\n\n- Mesh Cube is 1 meters wide when set its \"Size\" to 1 meters when creating\n- Empty Cube is 2 meters wide when set its \"Radius\" to 1 meter when creating.\n- However the property tab for the empty cube shows \"Size\" as 1 when it really supposed to mean \"Radius\".\n\n- Add a Mesh Cube with size 1 meter\n- Add an Empty Cube with size 1 meter\n- Compare the size. The size of Empty Cube is 2 Meters when set to 1 meter\n\n",
"Object Data Properties, Normals, Auto Smooth Angle not working in Sculpt\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.4.1\n\nNormals, Auto Smooth Angle not working in Sculpt, is this an bug or why is this not working?\n[2023.01.14-21.18.36.mp4](2023.01.14-21.18.36.mp4)\n\n1. On default cube set Shade Smooth.\n2. Object Data Properties -> Normals -> ON.\n3. Go to sculpt mode\n\n",
"Fix/Refactor IDPStringProperty code\nCurrent code handling IDPStringProperty is at best flaky, and probably even has some actual bugs regarding handling of string length.\n\nNOTE: this will likely also affect other IDTypes (the array one at least).\n\nIdentified issues so far:\n* `IDProperty.len` and `IDProperty.totallen` should be `size_t`.\n* `IDProperty.len` and `IDProperty.totallen` should be called respectively `size` and `allocated_size` (see #85728 (Policy for style guide: conventions for naming size/number variables)).\n* `IDP_STRING_SUB_BYTE` sub-type is often not taken into account by setting/copying/etc. functions.\n* `IDP_STRING_SUB_UTF8` sub-type is often not explicitly set.\n* Confusion between length of the string and actual allocated size (which needs to account for the terminating NULL char in case of `IDP_STRING_SUB_UTF8` sub-type) leads to actual errors (see e.g. the call to `BLI_strncpy` in `IDP_NewString()`).",
"Improvement ideas for using Driver Context Properties to access scene custom properties\nThe #105132 pull request introduces access to properties of the current scene and view layer via an implicit rather explicit reference.\n\nThe existing implementation is perfectly fine for built-in properties, but I have some additional ideas aimed at making it easier and more convenient to allow scene-global custom settings via custom properties.\n\nBasically, since the properties have to be added by the user, it would be convenient to support the case when it doesn't exist. It also may be nice to allow setting overrides at several different levels of abstraction.\n\nThus:\n\n* Allow an optional default value that would be returned by the variable if the referenced property doesn't exist, instead of failing with an error.\n\n* Allow fallback from Layer to Scene, and then World: one World can be used by multiple Scenes, which can have multiple Layers.\n\nSince this all only makes sense for *custom* properties, maybe it can be a new mode specifically aimed at them, e.g. some kind of \"Layer/Scene/World Custom Property\", which has options for the custom property name (without the `[\"...\"]` quoting), channel index (for vectors), and default value.\n\nThese are things missing for the new driver things to fully cover the features of the View Layer mode of the Attribute material node.",
"2.7x interface ctrl tab breaks/inconsistent in weight paint\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Beta\nBroken: version: 2.92.0\nBroken: version: 2.91.0,\nWorking: version: 2.90.1\nWorking: version: 2.83.14\nDiscounting LTS, this has been broken for a few versions, although I can't tell you exactly the last time it worked. Probably 2.83 or 2.91. Sorry, I've been lazy with reporting bugs.\n\nUsing ctrl tab to switch out of weight painting mode sometimes fails to switch modes.\n\n\nInstall Blender. At your initial startup options, choose 2.7x interface (+spacebar search, your basic pre-2.8 settings). I believe this is necessary to get ctrl-tab mode switching.\n\nSelect your starting cube. Ctrl tab to enter weight paint mode. Ctrl tab to return to object mode. Repeat as desired; this is expected functionality.\n\nCtrl tab to enter weight paint mode. Tab to enter edit mode, then tab to return to weight paint mode. So far, this is expected. Ctrl tab to try to return to object mode and nothing happens. LTS and previous versions take you to object mode.\n\nI believe there are other operations that break the mode switching out of weight paint, but I chose tab to edit as a simple, easily reproducible example.\n\n",
"Attribute Node Doesn't Function Under World Shader Context\nOperating system: Windows 10 19044.1826 64-bit, Linux 5.18.14.arch1-1\nGraphics card: NVIDIA GeForce GTX 1080 Ti\n\nBroken: 3.2.1\nWorked: never\n\nThe `Attribute` node (both in Cycles or Eevee) doesn't work under World materials.\nAlso the `Geometry` and `Instancer` types in the node are irrelevant in the Word context and should be hidden.\nMaybe the `Object` type should be renamed to 'World', but it currently doesn't seem to be able to pass world properties as uniforms.\nThis essentially means that:\n - There are redundant elements in the World shader node editor that currently serve no purpose\n - There is no way to pass custom uniform attributes to World shader nodes, although they should be available (similarly to how it is done for objects)\n\n\n\n- Open attached .blend file\n- Note that the \"test_color\" attribute of the World is not read by the material.\n[AttributeWorldShader.blend](AttributeWorldShader.blend)",
"Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n",
"Linked Text Object Data Bug\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 2.93, 3.0.0\nWorked: -\n\nText objects with linked object data behave strangely. Some letters change their shape, which may vary from instance to instance. (see uploaded image)\nMaybe i´ve got the bug is because i use the Small Caps format.\n\n\n1. Create several same text Objects (you maybe should use Small Caps format in them)\n2. Link their Object Data\n3. Try to switch several times between Object and Edit mode and you will see the bug. It occurs everytime on different letter. And every instance of the text looks often different then the others.\nI am attaching the Blend file\n[bug.blend](bug.blend)\n",
"cloth sim pin stiffness ignored\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.0.0 Alpha\n\nPin stiffness is not working at all.\n\nOpen file, press play. left plane has pin stiffness animated from 1 to 0, right plane has pin stiffness set to 0 (non animated). Both act as though pin stiffness is set to 1. Right plane included to indicate this is not the same bug as cloth simulations only taking into consideration the mesh state at first frame.\n\nExpected behaviour is for the cloth to become unpinned when set to 0.\n\n[pin stiffness ignored.blend](pin_stiffness_ignored.blend)\n\n",
"Treat object & object data the same for preview generation\nIt shouldn't matter if an object, or an object's data is marked as asset, the same preview should be generated. If the object data ID is passed, a wrapping object can be created if needed, so it's treated as object."
] | [
"Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n",
"Pinning caused Grease Pencil's Layers drop-down menu disappeared\nOperating system: Kubuntu 22.10 (Linux 5.19.0-1016-lowlatency (64-bit))\nGraphics card: NVIDIA GTX 1060 Mobile 6GB\n\nBroken: 3.5.0 Alpha, 343bb4a5a3fc, main, 2023-02-11\nWorked: N/A\n\nWhen I made a new window for a separate screen workspace on my second monitor, I pinned the Object Data Property there only for selecting different layer quickly while drawing something with Grease Pencil tool and key frame it using Dope Sheet window right next to it. \n\nHowever, the drop-down menu of Layer for duplicating layer(s) didn't load the options on the second windowed workspace, whereas only the main window works.\n\nMain Window:\npkfA0iQ\n\nSecond Window:\nDWplGgm\n\nI thought it was a bug to be honest, but I might be wrong.\nWho knows? *shrugged*\n\nEdited: Turns out that only the PINNING caused that issue, nothing to do with separating workspace windows unfortunately. :(\n\n",
"Pin in GP data properties makes Layer specials button not display its options.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nWorked: probably never ( I chcecked it at version 2.8 and problem was there too)\n\nWhen using *pin* in any grease pencil objects data properties tab of a properties editor: \n 1. *Layer specias* button stops displaying its options. Instead, it displays small empty rectangle.\n```\n {F13753126}\n```\n 2. *Transform, Adjustments, Relations and Display*, won't reveal their contents, instead only the arrow icon turns.\n```\n {F13753128}\n```\n1. start Blender (any version since 2.8 should do)\n2. add any grease pencil object\n3. navigate to Properties->object data properties\n4. turn on the pin option on the top right corner\n5. check if *Layer specials* button and *Transform, Adjustments, Relations and Display* work.\n",
"Pinning the Object Data Properties panel hides the Shapekeys pane\nIt looks like pinning the Object Data panel hides the shapekeys section. It basically does not show it.\n\nSee the video below.\n\n\n[blender_zfP1B0TOoQ.mp4](blender_zfP1B0TOoQ.mp4)",
"Properties disappear on pinned tabs\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\n\n\nProperties disappear on pinned tabs\n\n",
"Object Data Properties (missing option when pin)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.Q2.1 27.20.21026.2006\n\nBroken: version: 2.93.5\n\n[Object data properties: some option (Vertext group, Shape keys still missing when pinned]\n\n[should have the ability to window select like: from left to right select all obj in window border. from right to left select all obj that touch window]\n\n\n"
] |
Dyntopo warning will always activate when there is an element of the mesh selected in edit mode
Operating system: Windows 10
Graphics card: Nvidia
Broken: 3.4 beta (##48143ab00156##)
Worked: 3.3.1
As long as any verts, edges or faces are selected, the dyntopo warning will always go off.
I think it has to do with this recent change:
Python_API#Internal_Mesh_Format
Those hidden attributes might be triggering the dyntopo warning.
- create a Suzanne and make sure the mesh doesn't have anything that normally triggers the dyntopo warning (vertex groups, uv maps, attributes, etc)
- go into sculpt mode and toggle dyntopo, the warning should trigger
- tab into edit mode and deselect everything
- get back to sculpt mode and try dyntopo again, the warning shouldn't trigger now
| [
"Inconsistent naming for modes in the undo history menu\nBroken: 3.4 alpha\n\nIn the undo history panel, the \"Object mode\" entry is registered with the name of previous modes. Switch from sculpt mode to Object mode will create an undo step with \"Sculpt Mode\" name\n\nAs for the other modes entries, they have no naming standard. Some entries have \"Toggle\" written before, some have \"Toggle\" after, some don't have \"Toggle\". Also they all have \"Mode\" written except for texture paint. \nThe entries are as follows:\n\n\"Texture Paint Toggle\"\n\"Weight Paint Mode\"\n\"Vertex Paint Mode\"\n\"Toggle Edit Mode\"\n\"Sculpt Mode\"\n\nBased on the default startup;\nChange modes; \nCheck \"Edit -> Undo History\" menu.\n",
"With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)",
"Geometry Nodes related memory leak and exception access violation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: \n\nBlender freezes, memory usage spikes and eventually you get exception access violation crash.\n\nOpen attached file and enable Layer 3. Blender will freeze, memory usage will spike and eventually lead to exception access violation crash. Crash log is generated.\n\n[gnodes bug1.blend](attachment)\n\nTo stop crashing disconnect Twig Object from Object Info node. I think this started happening after I deleted the \"fir_twig\" object, but there was still a hidden reference in the Object info. However, I was not able to replicate this in a new file and the crash stops happening if I delete / modify some of the node groups, even in unrelated ways. I am pushing Blender to the limits and this is a heavily reduced file.\n\n",
"Line Art doesn't exclude object's instanced by geo node\nOperating system: Linux-6.0.6-76060006-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.3.1\nBroken: version: 3.5.0 Alpha\n\nCollection Line Art includes instances that are distribute my geometry nodes, even if that object is not within the Line Art target collection.\n\n\n[Line_art_Geo_Nodes_instance_bug.blend](Line_art_Geo_Nodes_instance_bug.blend)\n**Exact steps for others to reproduce with example file**\n1. Open Attached File \n2. Observe Line Art is on objects outside target collection\n\n**Exact steps for others to reproduce the error from Startup**\n1. Distribute Objects from a collection with Geo-Nodes\n2. Create a second collection with a Line Art Target Object only\n3. Add Collection Line Art and target collection from step 2\n4. Line Art will be drawn on Geo-Nodes instanced objects\n\n\n\n",
"Cycles does not respect Object->Holdout option.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: Never (Goes as far back as 3.0 where the object->holdout option is added)\n\n\nCycles does not respect Object->Holdout option.\n\n\n- Open the provided file.\n- Press render.\n- The plane which is set as \"holdout\" doesn't mask the image.\n - Expected: the region of the plane should be zero alpha.\n",
"overlays extras option being ignored\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: (unsure, definitely 2.8 possibly 3.0)\n\nbounding box representation of particle instanced geometry (hair) where the object being instanced is set to bounding box is not being hidden from the viewport when the 'extras' option is checked. \n\n\n",
"Calling operator from handler that saves bmesh freezes blender forever\nBlender version: 3.5.1\n\nI setup some shader to run on top of blender viewport and connected it’s update to `SpaceView3D.draw_handler_add`. The idea was that shader will only work in EDIT mode and if user exists it then it will automatically trigger some operator.\nLine that freezes Blender is `bm.to_mesh(context.object.data)` although it doens’t freeze right away.\n\nWhat I’ve found that if I call operator that edits mesh from bmesh then it freezes Blender entirely.\nCurrently as a workaround I moved operator’s code to some function and call it instead of because `bm.to_mesh(context.object.data)` doesn’t seem to freeze Blender when it’s called from handler without operator.\n\n\nEasy way to reproduce (create default scene, make sure cube is selected, run the script):\n\n```python\nimport bpy\nfrom bpy.types import SpaceView3D\nimport bmesh\n\nclass TestHandler:\n installed = None\n\n @classmethod\n def install(cls, context):\n handler = cls()\n cls.installed = SpaceView3D.draw_handler_add(\n handler, (context, ), \"WINDOW\", \"POST_VIEW\"\n )\n\n @classmethod\n def uninstall(cls):\n try:\n SpaceView3D.draw_handler_remove(cls.installed, \"WINDOW\")\n except ValueError:\n pass\n cls.installed = None\n\n def __call__(self, context):\n obj = context.object\n if obj.mode != \"EDIT\":\n TestHandler.uninstall()\n bpy.ops.test.test()\n print('HANDLER CALL FINISHED') # never printed\n return\n \n print('HANDLER FINISHED')\n\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"test.test\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST OPERATOR CALLED')\n bm = bmesh.new()\n\n # WITHOUT THIS LINE IT DOESN'T FREEZE\n bm.to_mesh(context.object.data)\n\n # still printed\n print('TEST OPERATOR FINISHED')\n return {\"FINISHED\"}\n \nclass TestSetupOperator(bpy.types.Operator):\n bl_idname = \"test.test_setup\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST SETUP OPERATOR CALLED')\n TestHandler.install(context)\n return {\"FINISHED\"}\n\n\nbpy.utils.register_class(TestOperator)\nbpy.utils.register_class(TestSetupOperator)\nbpy.ops.object.mode_set(mode=\"EDIT\")\nbpy.ops.test.test_setup()\n# freezes on the next step\nbpy.ops.object.mode_set(mode=\"OBJECT\")\n```\n\n",
"Sculpting in Rendered Mode (EEVEE or Cycles) locks highly deformed areas of the mesh\nOperating system: Microsoft Windows 10 Pro\nGraphics card: Nvidia GeForce GTX 1050\nProcessor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)\n\nBroken: 2.80 - 2.93.0-1b29e84c18dc\n\n\nWhen sculpting in rendered/material preview mode, highly deformed areas seem to occasionally \"lock\" and are not sculptable or even recognized by the cursor. However, when updating the mesh such as by remeshing or pressing \"Rebuild BVH\" under sculpt the areas are sculptable again. The problem doesn't occur in Solid or Wireframe mode or with dyntopo/multires enabled. Rebuild BVH doesn't alter the topology which means the issue is not due to insufficient topology. Also, setting the render engine to Workbench doesn't make the problem go away, even though, as far as I know, it is the same engine that Solid mode uses.\n\nAdd some subdivisions to the default cube and apply\nOpen the sculpting workspace\nSet mode to rendered\nStretch out the mesh with any brush\nTry to sculpt the deformed area and notice it is unsculptable\nAdd a remesh/rebuild BVH\nNow the affected area should be sculptable\n\nExample Video: [meshlocking.mkv](meshlocking.mkv)\n",
"Loop Cuts and Inset Faces cutting Meshes\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 750 TI\n\nBroken: 3.2\n\nTrying to add regular edge loops with Control + R, or even trying inset a face, they are cutting my mesh, or merging the ends. (I shared this on reddit, and it was suggested I create bug for it. \n\nAll I did was delete the bottom face of the mesh since I would not need it, but somehow I created invalid geometry and when I add an edge loop near the end it merges. If I try to inset the faces, it gives me weird end geometry.\n\n(This is what was noted from someone on Reddit: Update: just checked the file and here are my findings:\n\n```\n Adding a loop, be it length ways, long ways, or any other way seems to works just fine with the CTRL-R shortcut\n```\n\n```\n The loop cut tool also works just fine.. except if you try and loop cut around the XY plane instead of the XZ plane (drawing a line around the thinnest faces) at which point the mesh seems to collapse to zero height\n```\n\n```\n Insetting faces also works fine, be it via the tool or pressing I... but if you then try and extrude the inset suddenly the model collapses\n```\n\nOther things of note: the face orientation is inside out for this mesh (turning on Face Orientation in the Overlays menu (two overlapping circles in the header) shows them as red) and the object-level scale hasn't been applied. Fixing both of these doesn't correct any of the above issues -- although it IS normally advised since it prevents a few shading and modelling issues -- but it does, for some reason, change how the errors manifest, like the model collapsing in a slightly different way or the CTRL-R shortcut suddenly causing the same issues the tool version of loop cut and slide has.\n\nConclusion: you've somehow managed to turn this mesh into some form of invalid geometry that Blender can't seem to handle properly. You may wish to report it as a bug, including this file as a demonstration.\n\n- Open .blend file\n- enter edit mode and select face mode\n- press numpad 3 for YZ plane view\n- Add loopcut on visible face side (it'll merge the edges)\n\n---\n- repeat first 2 steps from above\n- press numpad1 for XZ plane view\n# select visible face -> extrude + scale (will merge edges). Works with inset tool\n\nTest File:\n[Issues Build2.blend](Issues_Build2.blend)",
"Bevel when part of mesh is hidden results sometimes in wrong selection of vertices\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 3.2.0 Alpha\nalso broken in the latest official release of version 3.1.2, also broken in 2.93.\n\nBevel when part of the mesh is hidden and the selected points are not all connected results sometimes in the wrong selection of vertices and lines. I have noticed that the selection is wrong if the number of segments in the bevel attrributes is odd.\n\nOn the default startup file do the following:\n1. Edit the default cube, inset the top and bottom face \n2. Inset again, but only 0.001 \n3. Scale the selection in the Z by 0, \n4. Expand the selection (CTRL++)\n\n5. Shift+H to hide everything currently not selected\n6. Only select the top and bottom \n7. Try beveling, play a little with the segments and switch between vertex and line selection, you will see that not all the lines and not all the vertices that should be selected are selected. It seems to be wrong when you try odd number of segments\n\n\n\n\n\n\n\n",
"OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n",
"Clay Brush and Dyntopo Bad Performance\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0 Beta\n\n\nSculpting with using ClayBrush with Dyntopo giving me a very bad brush performance, the brush just lagging so bad.\nBut when using SculptDraw Brush and Dyntopo i can sculpt smoothly without any performance issue.\n\n[blender_vGfZsuAhnt.mp4](blender_vGfZsuAhnt.mp4)\n\n1. Open attached files\n2. Go to sculpt mode activate dyntopo\n3. start sculpting using Clay brush\n4. now compare the performance with sculpt draw brush\n[ClayBrushDyntopoPerformance.blend](ClayBrushDyntopoPerformance.blend)\n\n",
"Expand face sets freeze blender when cursor is on mesh boundaries\nOperating system: Linux (Mint 21) \nGraphics card: RTX 3070 Ti\n\nBroken: 4.0.0 alpha, 12f51bd1c77b, master, 2023-09-21, as found on the splash screen)\nWorked: 3.6\n\nTry to create new face sets from first or last face loops on a cylinder.\nBut expand Face Set from boundaries is frozen in 4.0 alpha.\n\n\n- Open the blend file\n\n- Switch to Sculpt mode\n\n- Move your cursor outside boundaries and press Expand Face Set (Shift +W). (See on pictures)\n\nAt this point, Blender freeze, not crash. No more info in console.\n\nBug :\n\n\nExpected (3.6 version): \n\n\nThanks for your help.\n\n",
"wireframe still displayed in hidden edges \nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\nWorked: (2.80) \n\nwireframe still displayed in hidden edges that are created by Solidify Modifier \n\nAttach tow Planes in one mesh\nAdd Solidify Modifier \nActivate Wireframe geometry in Overlays\nEdit mode and isolate one face (shift+h)\n\n[wireframe&solidify.blend](wireframe_solidify.blend)\n",
"Mesh: Subdivide op flushes selection too eagerly\nBroken: 2.92 master\nWorked: N/A\n\n\nThe Subdivide operator selects geometry that it shouldn't. Consider this example:\n\n\n\nIt looks as if the op flushes selection a bit too much. Note that the 'Expected' selection is valid selection in edge mode, as the edge rings around the rims are **not** selected. Those edges should neither participate in the op, nor be selected as the result of it, if vertex selection mode is not enabled.\n\nA better example:\n\n\n\n...here in face mode, a lone edge is getting selected by the op.\n\n\n1. On the default cube, in face mode select top and bottom faces, inset and bridge them.\n2. In edge mode select vertical edge rings.\n3. Subdivide.\n\nAlternatively, load this simplified example file:\n\n[subdivide_selection_issue.blend](subdivide_selection_issue.blend)\n\n...and Subdivide. Resulting selection of the middle face is unwarranted."
] | [
"Dyntopo finding non-existent vertex data\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\nIn sculpt mode, if you click the checkbox for Dyntopo, you will be given a warning about it not preserving certain vertex data, which you then have to click Ok to ignore.\nIf you leave sculpt mode with Dyntopo enabled, then you enter sculpt mode again for the object, Dyntopo will be disabled again with a warning in the status bar telling you vertex data was found so it disabled Dyntopo.\n\nThis happens despite the mesh not having any vertex data. No Vertex Data/UVs/Materials/Attributes/etc\nAdd any new mesh object, and disable or delete the UVs to get what's supposed to be a clean mesh.",
"Problem with Sculpting in Blender 3.4.1\nOperating system: Windows 10\nAMD 12 core Threadripper\n128 gig memory\nGraphics card: NVIDIA Geforce RTX 3050\n\nBroken: Blender 3.4.1\nWorked: Blender 3.3.1\n\nWhen start to sculpt and turn on the Dyntopo tool get a \"Vertex Data Detected!\" error with the designated mesh that is already in the view port. No such data is on the mesh! Dyntopo will always be off when you try to enter sculpt mode every time!\n\nAll you have to do is go NEW > Sculpting and try to check the Dyntopo checkbox and the error will pop up. This causes some issues when sculpting because the Dyntopo will not work properly.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nHave no .blend file because I quit Blender 3.4.1 without saving and go back to Blender 3.3.1. "
] |
Alembic Motion Blur
Operating system: Windows 10
Graphics card: Nvidia 2080
Blender 2.9
Motion blur is not working if you import multiple alembic file into you scene.
Sometimes some of alembic cache will have motion blur and others have no motion blur.
Alembic exported from houdini.
| [
"Adaptive Sampling Noise Threshold strange behaviour on Ambient Occlusion bake\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 3.6\nWorked: 2.9 (No noisy regions, but I'm not sure if the threshold is even working)\n\nStrange noise regions appear on baked ambient occlusion map. They are not related to geometry, and not related to illumination, since even the light AO regions appear noisy. Disabling adaptive sampling or changing the threshold to extremely small values removes the issue. Values for the noise threshold look inadequate in these regions. Setting it to 0.01 gives around 27 out of possible 256 light difference between adjacent pixels in HSL color. In regions with reduced noise, the level looks similar to what it should be, you can see both on the image below. The noise disappears when threshold is turned off, so it's not related to maximum samples count. Same issue does not appear on baking direct or indirect light and the noise level seems adequate. It's not related to denoiser, since it's not working in baked maps (unfortunately).\n\nIt's hard to imagine synthetic scene in which the situation will repeat itself. In the attached scene, you just need to click the bake button and see the results. Try changing the Noise Threshold values or disabling it. You can change AO map texture size to make baking happen faster.\n\n",
"Some effects [bloom, smoke, fire, ..] still don't save in PNG with transparent background (occlusion vs. emission)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nwatch?v=mQqV77PaOVs&t=84s\nHere this function of preserving BLOOM effect was released, and now it work both on View mode and render mode. BUT! When you will try save PNG after rendering - you will have same result as in past, without blooming effect saved on alpha channel.\nHere is example: \n\n1 - open file [BLOOM BUG.blend](BLOOM_BUG.blend)\n2 - press F12 [render]\n3 - save result in PNG\n4 - open result in any paint software and put under result layer any colour\n\n",
"2.83 3D viewport performance\nOperating system: Ubuntu 20.04 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2), version: 4.5 (Core Profile) Mesa 20.0.4\n[system-info.txt](system-info.txt)\n\nBroken: 2.83\nWorking: 2.82\n\nProblem seen in Workbench, Wireframe and Eevee.\nViewport performance it's really bad, I'm moving around just the initial cube scene at 15-20 Fps, older Blender versions movement is perfectly smooth.\nNo matter the scene/blend file, 2.83 offers worse viewport movement performance compared to older versions,\nIt's important to mention that only the viewport movement is being affected by this performance drop, everything else including rendering works smooth as butter just like older versions or even better. Splitting up the scene in windows kinda fixes this problem.",
"Alembic Render Procedural is not working in \"Viewport Render\" and \"Normal Render\" and with \"Collection Instances\"\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Beta\n\nAlembic Render Procedural not working in \"Viewport\" and \"Render\" and with \"Collection Instances\"\n\n\n- Import Alembic file\n- Duplicate it \"Shift+D\" or \"Alt+D\", or use it inside collection through\"Instance Collection\"\n- turn on \"Use render Engine Procedural\"\n in the viewport it will display as boxes, but in \"Viewport Render\" will disappear, in \"Normal Render\" will disappear also.\n\n@kevindietrich",
"Motion Blur missing in the Render Preview of viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\n\nIn 2.83 we had the access to realtime motion blur with Eevee (which was limited to camera deformation).\nIn 2.90 and above this was replaced with a new motion blur system that is render only. \nEevee is amazing for having realtime screen space reflections, ambient occlusion, depth of field and motion blur, which made it perfect for screen capture or viewport rendering an animation without excessive time consumption.\nI was wondering wether this is a decision or a bug, since having the camera deformation motion blur back in the viewport would allow for the same realtime rendering results as in 2.83\n\n- Go to camera view\n- move the camera around\nIin 2.90 and above and youll see any motion blur previously existent in 2.83 is gone. \n",
"Multiscatter GGX Refraction Roughness Bug\nOperating system:Windows 10\nGraphics card: 2080Ti\n\n**3.6**\nBroken: (Multiscatter GGX and Refraction Roughness Bug)\nWorked: (Version 3.3 works as expected. After that there´s the issue)\n\n**Cycles Objects don´t get blurrier the farther they are away from the glass (bug works only with thickness in Glass) **\n\n1. create a Plane, give it a bit of thickness\n2. Create Cylinder and place one end close the the glass and the other away from it\n3. Create Principled Shader, Set Roughness to 0.5, Set Transmission to 1. You should get frosted Glass\n4. Look through the camera in a way that the cylinder is behind the glass. \n5. The Cylinder should be sharper with the end touching the glass and blurrier with the other end\n6. Switch from GGX to Multiscatter GGX inside the principled shader.\n7. Now the Cylinder doesnt get blurry the farther it is from the glass.\n\n\nPlease improve Transparency and Metal in general in Blender.\nThanks :-)\n\n",
"Motion Blur causes visual glitch on point cloud object moving\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: not known\n\nPoint cloud object + Motion Blur + animation. The first frame of animated movement will incorrectly render compared to before and after the animation starts. \nConvert Cube to point cloud\nAdd a location keyframe on frame 2\nmove the object and add another keyframe on frame 3\nRender with motion blur turned on.\nCompare the rendered frames.\nframe 1 looks correct, frame 2 is too dim even though it is not moving yet.\n\nNote: CPU renders frame 3 incorrectly as well. not sure if this requires another bug report. \n\nFrame 1:\n\nFrame 2:\n\n\nFrame 3 on GPU:\n\nFrame 3 on CPU:\n\n[MotionBlur_PointCloud.blend](MotionBlur_PointCloud.blend)\n",
"Viewport performance slows down when using OptiX Denoiser on Windows machine with dual GPUs.\nOperating system: \nWindows 11 (Windows 10 has the same bug)\nGraphics card: \n2x Geforce RTX 3090\nGraphics driver\nNvidia Driver 511.65 / 511.79 / 472.12 ...\n\nBroken: \nBlender 3.10 05697470abd0d / All versions of 3.1, 3.0 and 3.2 are the same.\n\nWorked: \nBlender 2.90\n\nViewport render slows down when using the OptiX viewport denoiser with two GPUs enabled using OptiX.\nIf you check only one GPU, it will work at a normal speed.\n\nAs far as I know, it is a bug in Windows 10 and Windows 11, probably it works normally in Linux.\n\n1. Run Blender on Windows.\n2. Check the two GPUs on OptiX in Preferences.\n3. Turn on Viewport Denoiser (OptiX)\n4. Rotate the basic cube. It's slowly rendered.\n5. Uncheck one GPU. It works fast normally.\n\n[1.mp4](1.mp4)",
"Mantaflow - Enabling \"Noise\" breaks fast-moving smoke\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: 2.83.0\nWorked: Never\n\nEnabling noise on fast-moving smoke produces a \"grainy\" result that doesn't match original simulation.\n[C - High Speed Noise - Demo.mp4](C_-_High_Speed_Noise_-_Demo.mp4)\n\nAlso, this problem is less profound when the cache type is set to \"Final\", though still clearly visible.\n\n**Exact steps to reproduce the error**\n1. In any smoke simulation, dramatically increase the velocity of the smoke, either in the emitter settings, or with a force-field.\n2. Bake Data\n3. Bake Noise\n\n[Noise on High-Speed Smoke.blend](Noise_on_High-Speed_Smoke.blend)",
"Rigid body bugs\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.21\n\nBroken: version: 2.93.1\n\nSimulation somehow broken for small (less than 1 cm) or light (less then 100 grams) objects. In first example below object stay still between bouncing and small shivering. And that is just one example. Another examples are – reaching speed of light instantly (one frame), partial simulation when one object (or some objects) acts like it suppose to, but others act completely inadequate, two or three similar parts in one simulation (example 2). I tried different options but nothing helped. \"Substeps per frame\" and \"Solver iterations\" seems not working because there are no actual changes with different values or simulation just goes nuts.\n\n[r_body-bug.blend](r_body-bug.blend)\n[r_body-bug2.blend](r_body-bug2.blend)\n",
" LineArt: (Collection) Issue for Cameras in Orthographic View\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nChecked in Blender version 3.4.0 Apha, commit date: 2022-10-08 02:26 - same issue\n\nFor orthographic Camera without any shifts - Line art modifier (for a Collection) showing lines for objects behind other objects - which otherwise should not be visible. And some lines are not visible which should be.\nHappens with contours option in the Line Art modifier. Slight rotation on z axis solves the issue.\n\nNoticed issue with some specific frames on my complete blend file.\n\nOpen attached blend file and go to front orthographic view.\n\n[BugReport01.blend](BugReport01.blend)\n\n",
"Cyclic Strip Time not work with non-zero Action Clip Start Frame\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.3\nWorked: ???\n\nCyclic Strip Time not work with Action Clip\n\nI attached .blend to show this bug.\nThe track called \"Ok\" works with the \"Cyclic Strip Time\" check mark correctly.\nThe track called \"Bug\" works with the \"Cyclic Strip Time\" check mark incorrectly.\n\nIn the track \"Ok\", there are two keys, at 0 and 10 frames.\nIn the track \"Bug\", the same two keys, but for 43 and 53 frames. In the Action Clip, I set the values Frame Start =43 and End = 53.\nI expect that the \"Bug\" track will perform the same actions as the \"Ok\" track, but this does not happen.\nI think this is a mistake.\n[BugCST.blend](BugCST.blend)\n",
"Collada import/export: transparent textures don't work\nOperating system: Linux\n\nBroken: blender-3.3.0-alpha+master.dfb8c90324c0, probably all versions since 2.8\nWorked: 2.79\n\nCollada cannot import or export transparent (alpha) textures.\n\nImport this .dae\n\n[BlenderLogoDae.zip](BlenderLogoDae.zip)\n\nThe result (with 2.79 for comparison).\n\n\n\nManually hook up the alpha in the node graph and export. Open the .dae in a text editor and confirm there is no <transparent> element (which sets the alpha texture). You can confirm exporting works in 2.79 by exporting and reimporting.\n\n**Other**\nNote that OpenCollada's parsing of transparency is weird and buggy, see [D11259](D11259) and 651.",
"Cycles: Caustics don't work when volume boundary between casting and receiving surfaces\nOperating system: MacOS, Windows\nGraphics card: Apple Silicon, Nvidia RTX3090\n\nBroken: 3.5.1, 3.6 Alpha\nWorked: -\n\nWhen there is a volume boundary between a caustic casting and receiving surface, the caustics vanish. \n\nOpen the attached .blend file. There is a sun, an ocean surface, and a sea floor. There are 4 sections: \n- On the right, there is no volume and the caustics appear\n- the two middle sections contain volumes where either the top or bottom boundary of the volume is between ocean and floor, and no caustics appear\n- on the left the volume boundaries are above the ocean, and below the floor, and caustics are visible\n\n",
"Industry Compatible keymap uses Ctrl + H for two separate actions resulting in only one action working\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\nThere's a keymap conflict here when using the Industry Compatible map:\n\n\nUnfortunately instead of resulting in both actions being done, this results in the \"hide unused\" shortcut not working at all by default.\n\n- switch to Industry Compatible keymap\n- create a material\n- select a node and try to use keyboard shortcuts for \"hide unused\" and \"collapse\"\n- note they're both Ctrl + H resulting in only \"collapse\" ever doing anything.\n\nEither should by default both actions happen upon that shortcut or there should not be a conflict by default.\n"
] | [
"Motion Blur missing on Alembics with changing topology / point counts\nOperating system: Linux-5.4.0-45-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.06\n\nBroken: version: 2.91.0 Alpha\n\nMotion Blur is missing when the imported Alembic contains vertex normals.\n\n- Unpack the ZIP and open the attached blend file:\n[MB_Problem_v03.zip](MB_Problem_v03.zip)\n- Press F12:\n\n- The object on the left has (a bit but still visible) motion blur, the one on the right doesn't.\n\nThe only difference between the two Alembics is that the first one doesn't have the \"N\" attribute on its vertices.\n"
] |
blender 2.8 gPencil does not register small pen strokes
Operating system: windows 10
Graphics card: intel hd
Broken: blender 2.8 2018-12-28
Worked: -
the pen tool in gpencil does not register small strokes / drags
when using my wacom pen on my surface pro 1st gen, the grease pencil does not register small drags. this is likely due to windows registering holding the pen as right click (as indicated by the circle around the cursor).
but the issue still persist when this behaviour is disabled in the system settings.
this issue does not happen in other drawing apps like photoshop / sketchbook / illustrator.
video: lCvNF44Ju0g | [
"Very slow brushstroke in Blender 2.91 compared with older Blender version\nWin 10\n2080 rtx\n\nblender 2.90 and 2.91\n\npainting is very low and produce imprecise brushstroke with blender 2.91 compared with 2.90 (and previous) blender version. \n\nlook at the videos and/or try to paint with the attached file.\nThanks\n[blender_2.91.mkv](blender_2.91.mkv)\n\n[test_painting.blend](test_painting.blend)\n\n[blender_2.90.mkv](blender_2.90.mkv)\n\n",
"Error with paint curves and drawing with mouse buttons\n[system-info.txt](system-info.txt)\n\nBroken: blender-2.80.0-git.cc600de6695a-windows64 (and probably above)\n\nWhen using paint curves, they don't draw upon clicking the right mouse button if specified as the button to select with in the preferences. But they do if you set the mouse button to select with to be the left one. So if you have selected the LMB in the preferences then you can draw the paint curve (I don't mean creating the curve) with the LMB, but if you have chosen it to be the RMB then it doesn't work when pressing the RMB, neither does the LMB. (Also, the UI button for drawing the curve in the stroke panel does not work. But you can draw it when you type draw curve in the search panel)\n \nGo to the *Sculpting* screen layout and create a paint curve on an object (if it helps, I used the the normal *Draw* brush). Open the *Stroke* panel in the *Properties Editor* and set the *Stroke Method* to *Curve*. If you have chosen the left mouse button in the *Keymap* section in the *Blender Preferences* under *Select With:* , then everything works fine. You can draw the paint curve on the object by doing a left click after creating it by doing multiple Ctrl-RMB clicks. But if you now set the mouse button with which you want to select to *Right*, then you can create the paint curve with Ctrl-LMB clicks, but when you try to sculpt/draw the paint curve with either the left mouse button or the right mouse button, none of them work. (And again, if you try to draw the paint curve with the *Draw Curve* UI button in the *Stroke* panel, it will also do nothing but turn blue because you clicked on it...)",
"Lag Adjusting Value Sliders & Navigating Nested Menus with a Wacom Tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.2\n\nTrying to change the value of shapekeys or shader sliders with my stylus doesn't get detected the first few seconds, then picks up, but in a non responsive way. Also while using my stylus, if I navigate to a nested menu like say \"Object > Transform\" There's a Lag when moving to another option in the \"Object\" Menu.\n\nThe steps above should apply. I did notice though, that if I change my Tablet API from 'Automatic' to 'wintab' in the the input preferences, it helps, but its still not as responsive as it is in 2.93\n\nAll these issues though, were non existent, if I tried using my laptop's trackpad. Also, my tablet is a Wacom Intuous Touch 5 with a stylus that supports up to 2048 levels if pressure sensitivity and has tilt support, just incase it could be any of these causing the issue. \n\nThanks.\n\n",
"Grease pencil eyedropper doesn't sample correct vertex color.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken:\n```\nversion: 2.90.0\nversion: 2.92.0 Alpha\nversion: 2.83.9\n```\n\nWorked: (unknown maybe never)\n\nWhen using the grease pencil eye dropper with filmic color management selected; the sampled color is different than the original vertex stroke color. \nWorks as expected with standard color management selected\n(Note this is confusing to new users as they expect to color sample and return the previous color of their previous stroke.)\n\n\n - Start with a new file\n - Set color management to filmic.\n - Add grease pencil object\n - Enter Draw Mode\n - Paint in vertex color mode using a lighter color.\n - With a blank palette use the color eyedropper tool on the stroke you just made\n - now paint with the sampled color in the palette\n - result should be slightly darker than the first stroke.\n\nvideo reference:\n**with filmic enabled:**\n[Desktop 2020.11.25 - 02.35.06.03.mp4](Desktop_2020.11.25_-_02.35.06.03.mp4)\n\n**with filmic disabled:**\n[Desktop 2020.11.25 - 02.36.30.06.mp4](Desktop_2020.11.25_-_02.36.30.06.mp4)\n\n\n",
"Walk navigation stylus issues in 2.92 - no mouse input until alt tabbing (regression)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\nWorked: version: version: 2.91.0 *\n\nWalk mode seems to be a bit broken in 2.92 alpha (with both mouse and wacom tablet)\n- The issue only happens if Walk mode is entered via keyboard shortcut\n- alt tabbing out and back into the blender seems to fix the mouse lock\n\n\n*Important note:\nI noticed that this issue is a bit less severe in an older 2.92 build !!2.92.0 Alpha!!, there was still an issue where wacom stylus had to be lifted from tablet surface and placed down again in order for blender to start registering mouse movement in walk mode. (The mouse worked fine, this is pen tablet only issue)\n\n**Here's a short video demonstrating issue**\n- Example 1: Blender 2.91 hash: `0f45cab862` - Works as intended\n- Example 2: Blender 2.92 hash: `c1740e9ad0` - Works BUT only if stylus is lifted from screen (note stylus diagnostic screen on right side)\n- Example 3: Blender 2.92 hash: `acbda123ad` - Only works if user alt tabs from the window itself\n[2021-01-13 00-09-24.mp4](2021-01-13_00-09-24.mp4)\n\n\n- Default document\n- 3D Viewport > View > Navigation > Walk Navigation - Assign a keyboard shortcut (eg: Shift + F)\n- Press the previously defined shortcut\n- Walk mode crosshair appears but mouse is locked\n- Alt tab out and back into blender\n- Now walk mode works ",
"Grease Pencil: Add eyedropper to palette popup\nInspired by this [idea]() by gakutada.\n\n## The Issue\nThe color picker popup in Grease Pencil is missing the eyedropper button:\n\n\nThat is present in regular color pickers:\n\n\nEven though holding the `E` key with the mouse over the color swatch works fine:\n<video src=\"attachment\" title=\"gpencil_palette_colorpicker.mp4\" controls></video>\n\n## The Solution\n\nAdd the operator to the popup. Aligned to the right-side so it's similar to the regular color popup.\n\n\n",
"GP kills bloom\nOperating system: Linux-5.15.0-83-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 3.6.3 Release Candidate\nWorked: \n\nWhen you have mesh objects emitting in front of grease pencil objects, bloom doesn't work there.\n\n\n",
"Grease Pencil: various issues\n*Note: this tasks can be split up once we get feedback on issues, for now this is to discuss changes to make.*\n\n----\n\n\n- Brush pixels are not pixels,\n```\nshouldn't we use a meaningful value?\n(pixels or blender units).\n```\n\n- Grease pencil brushes have material pointers which are globally overwritten.\n\n```\nWhen you set a material, all brushes are looped over and have their material values clobbered.\n```\n\n```\nWhy have a material attached to the brush at all? This could be a scene level setting (or at least not stored per-brush).\n```\n\n```\nSee: `BKE_brush_update_material` called by rna `rna_Brush_material_update` when setting any material.\n```\n\n- Grease pencil sculpt uses it's own brush system,\n```\nis there a good reason for this?\n```\n\n```\nSince these brushes are fairly advanced (pressure & curve mapping options)\nwouldn't it be better to use the existing brush system?\n```\n\n *Note: while particle system for eg: has 'simple' brush types like this, grease-pencil sculpt brushes are more advanced and duplicate more of what we have for regular brushes used elsewhere.* \n\n- Grease pencil weight brush seems to have no way to paint a weight value (only add weight).\n\n```\nAs with mesh weight paint we should be able to paint a weight.\n```\n\n- In edit-mode, vertex selection exists but is hidden by default (0.0 opacity).\n\n```\nShouldn't they be visible?\n```\n\n----\n\n### Lower Priority\n\n- Internally grease pencil sculp is called:\n\n - grease pencil edit (`GP_BrushEdit_Settings`, `GP_EditBrush_Data`, `GP_BRUSHEDIT_FLAG_APPLY_UV`)\n\n```\nThis is highly confusing since we have grease pencil edit-mode, can't we rename these `GP_Sculpt*`. ?\n```\n\n - grease pencil paint (`GPENCIL_OT_brush_paint`)\n\n```\nPaint is easily confused with draw, seems this is for sculpt/weight painting.",
"Not recognizing numpad page up /down keys .\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nBlender is failing to recognize the numpad keys !!!\n\nTrying to use the change workspace shortcut ctrl+PageUp /down and blender is not recognizing the keys in numpad and keep assuming the key 9 and 3 . Other software is fine and i can use Page up and Down, and the home end keys. \n\n",
"UV Editor lacks Annotation 'Placement' option\nBroken: 2.80rc1\nWorked: 2.79b\n\nIn Blender 2.79, you had the 'View' and 'Cursor' Stroke Placement option in the left panel, under 'Grease Pencil'.\nIn 2.8 this is meant to be in the Top Bar or 'Active Tool and Workspace Settings', as it is for the 3d Viewport's Annotate tool, but this is missing for the UV Editor, meaning all annotation defaults to 'View'.\n\n - Open the blender and choose the `UV Editing` workspace\n - Compare the 3d View Annotate Tool with that of the UV Editor\n - Notice the lack of Placement options",
"Grease Pencil drawing sticks to Camera (when stroke placement is Surface and drawing outside of camera border)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nGrease Pencil drawing sticks to Camera (when stroke placement is Surface and drawing outside of camera border)\n\n[#92351.blend](T92351.blend)\n- open .blend\n- start a stroke inside camera bounds and end it outside camera bounds\n- stroke will stick to the camera on the end\n\n\n",
"UI: Drag Tool option is misaligned and should not use colon\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nDrag Tool option is misaligned and should not use colon:\n{[F11087908](image.png), size=full}\n\nBtw. `Gizmos:` shouldn't use colon either\n\n",
"Particles animation dont show\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nemitter particles animation don't show movement when i press G shortcut to move the model that contain the particles but they don't show any movement, so i can't do an autokeying animation whit the desire movement of the mouse.\n\nadd a cube, put particle emitter, press space bar and G key to move, the particles don't show movement only flickering.\n",
"Tablet Pressure not working in New Window\nOperating system: Windows 10 20H1\nGraphics card: Nvidia 2070 8G\nDrawing Tablet: Huion Kamvas 16 Pro 2019\n[system-info.txt](system-info.txt)\n\nBroken: 2.92.0 and 2.93.6\n\nPen pressure not working on newly created window. Very repeatable. \n\n\n - Open Blender\n - Open Project\n - Create new Window from Main View\n - Move New window to Kamvas 16 Tablet\n - Use tablet pen to paint the mask. \n - **Pressure does not work.**\n - Verify by toggling Pen pressure button in radius and strength fields.\n - Use tablet pen again to verify\n - **Pressure still not working.**\n - Close The window on the Kamvas Tablet. \n - Move Main Window to Kamvas Tablet. \n - Use tablet pen to paint the mask. \n # Pressure is working.\n\n\nExpected behavior would be that the pressure works in the newly created window. The steps outlined above as well as the attached video evidence prove that the Tablet Pen is working In blender just not on the newly created window. \n[2021-11-23 03-52-41.mkv](2021-11-23_03-52-41.mkv)\n\n",
"GPencil: Shortcuts in Draw Mode are hardcoded\nMultiple keys in the `gpencil_draw_modal` function are hardcoded and (some) don't show up in the info bar. This makes it impossible for the user to know what certain keys do as well as impossible to change them in the keymap. All of those keys should be in the keymap with the default keys set as they are now.\n\nHere is a list of these (hardcoded) shortcuts:\n\n - {key Enter}, {key Pad_Enter}, {key Esc}, {key Space}, {key Ctrl Z} (?): Confirm\n - {key Mousewheel_Up}, {key Pad_Plus}: Increase size of eraser\n - {key Mousewheel_Down}, {key Pad_Minus}: Decrease size of eraser\n - {key O}: Set center of guide\n - {key V}: Turn off speed guide\n - {key M}: Alternate or flip guide direction\n - {key L}: Turn on line guide; {key Ctrl L}: Turn on line guide with angle = 0; {key Alt L}: Turn on line guide with last angle\n - {key C}: Turn on circular guide\n - {key K}: Turn line guide clockwise\n - {key J}: Turn line guide anti-clockwise\n"
] | [
"Microsoft Surface pens does not send first events when moves\nMicrosoft Surface Pro 2 using Microsoft Pen\nWindows 10 64 bits\nPen driver update to last version.\nFull system info: [P736](P736.txt)\n\nVersions: Blender 2.79b, Blender 2.8 and Blender 2.8 greasepencil-object branch.\n\nAreas affected: Any area of Blender using pen events: Texture Paint, Grease Pencil, etc.\n\nWhen draw using a microsoft pen, the first events are missing. This problem is not present in Wacom products.\n\nYou can see the problems in a video created by @pepe-school-land : Od5T5csS1B?amp=1\n\nTo analysis the problem, we have added some printf lines to modal operator GPENCIL_OT_draw to print the events received (you can see them in the console window in the video)\n\n\n```\n printf(\"Event: %d \\n\", event->type);\n if (event->tablet_data != NULL) {\n printf(\"Event: %d Pressure: %f\\n\", event->type, event->tablet_data->Pressure);\n }\n```\n\nDebug with the lines above, we have verified that the event is not received for the first movements of the pen and only after a while. After that, all events work perfect.\n\n\nThe error could be a driver problem, or maybe some threshold limit defined internally in Blender.\n\n\nThis error is important because a lot of new hardware is using this pen and the bug makes unusable the pen for Blender.",
"Pen Input Lag in 2.8 Beta on Windows Ink in first 2 seconds of touchdown.\nOperating system: Windows 10 Home\nGraphics card: Nvidea GTX 1070\n\nThis is an AlienWare 15R3 from late 2017.\n\nBroken: 2.80, 552b2287db86\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen using a Huion Pen Monitor and Windows Ink, the first few seconds of pen tool touch do not respond. The touch eventually responds, and there is no pen lag afterwards. Just the initial touchdown of all strokes.\nAll \"touch and hold\" features disabled. Pen works correctly in other Pen apps like Leonardo, so this is not an OS/pen issue. Huion pen uses Windows tablet generic driver, no special driver installed.\n\n\nI think this is specific to generic pens on non-wacom tablet monitors. Would probably repro just by doing any free-hand pen drawing with the hardware configuration."
] |
Using Material Node group make everything in the group not showing up at render time - Blender Render
kubuntu 14.04
GTX-650
Broken: Blender 2.76 (c586e30)
Worked: Blender 2.76 (e24ea81)
As said in the title, to add more, the material work fine in glsl Mode. (baking texture dose not work too)
Create an object >> unwrap >> create a material for that object >> activate shader node for the material >>
input a texture Node >> output the shader >> put the texture node inside a group >> Render >> enjoy.
Or open this file and render : [materialBugTest.blend](materialBugTest.blend)
| [
"Warning messages should propagate to nodegroups\n[nodegrou-warning-outside.blend](nodegrou-warning-outside.blend)\n\nThe warning happens in the node inside the nodegroup. However it does not show in the nodegroup itself:\n\n{[F10231869](image.png), size=full}",
"The time limit isn't working when rendering multiple tiles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked:\n\nThe time limit isn't working when rendering. \nHere are my settings \n\n\nEnable time limit and render an image\n\n\n\n",
"Attribute Node Doesn't Function Under World Shader Context\nOperating system: Windows 10 19044.1826 64-bit, Linux 5.18.14.arch1-1\nGraphics card: NVIDIA GeForce GTX 1080 Ti\n\nBroken: 3.2.1\nWorked: never\n\nThe `Attribute` node (both in Cycles or Eevee) doesn't work under World materials.\nAlso the `Geometry` and `Instancer` types in the node are irrelevant in the Word context and should be hidden.\nMaybe the `Object` type should be renamed to 'World', but it currently doesn't seem to be able to pass world properties as uniforms.\nThis essentially means that:\n - There are redundant elements in the World shader node editor that currently serve no purpose\n - There is no way to pass custom uniform attributes to World shader nodes, although they should be available (similarly to how it is done for objects)\n\n\n\n- Open attached .blend file\n- Note that the \"test_color\" attribute of the World is not read by the material.\n[AttributeWorldShader.blend](AttributeWorldShader.blend)",
"Set Material Index node does not work on some GN-created geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\nWorked: Never.\n\nThe scene contains 3 objects:\n1. Mesh object with GN which creates Mesh Cube primitive\n2. Curve object with GN which creates Mesh Cube primitive\n3. Curve object with GN which creates geometry using Curve to Mesh node\n\nAll 3 objects have their Material linked to Object, not Object Data\n\nThe Set Material Index node works on 1. and 2. but does not work on 3.\n\n1. Open the attached blender file: [curvematerialbug.blend](attachment)\n2. Check Geometry Nodes setups on all 3 objects\nResult: Set Material Index Node does not work on Geometry generated by Curve to Mesh node.\nExpected: Set material Index Node works on any geometry.\n\n",
"Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work.",
"Material properties surface selection UI does not filter out hidden node groups\nOperating system: Windows 10.0.19042 Build 19042\nGraphics card: AMD Radeon RX570\n\nBroken: 2.93.0 Alpha (hash: 3494946560c2)\n\nnodeitems_builtins contains a function used for listing node groups which filters out \"hidden\" groups - denoted by the name starting with a period.\n\nnodeitems_builtins.py#L118\n\nThis prevents those groups showing up in the node editor when adding a group node, and is very useful for custom node groups, especially in the context of auto generation by an addon via ShaderNodeCustomGroup. However, there exists another UI for selecting node groups which does not do the same filtering: in the material properties panel by clicking \"Surface\". Custom node groups which *should* be hidden clutter the box.\n\nThe guilty function appears to be uiTemplateNodeView.\n\n1. Add a mesh and node based material for that mesh\n2. Edit the nodes and create a node group\n3. See that the node group shows up in the Add > Group menu\n4. Rename the node group .HiddenNodeGroup or similar\n5. See that the node group is hidden in the Add > Group menu [first image]\n6. See that the node group still shows up in the Properties > Material > Surface dropdown [second image]\n\n\n",
"Creating a new image texture in shader editor does not appear among the texture slots\nWindows 10 Pro 64bit, AMD Ryzen 5 2600, 16Gb RAM\nNVidia GTX 1060 6Gb\n\nWindows 10 Pro 64bit, AMD Ryzen 5 1600, 8Gb RAM\nNVidia GTX 1050Ti 4 Gb\n\nBlender 2.8 Beta 91a155833e59\n\nIf you are texture painting in one window and you modify the shader by adding/removing an image texture to it in another, it won't appear/disappear from the texture slot list until you change to edit mode (or anything else) and back. Another issue is that this way you can paint onto an image texture that is no more connected to the shader and it doesn't disappear even if you do the \"edit mode and back\" (TAB x2) trick.\n\nSteps: Add an image texture to the shader in the attached file, connect to the roughness for example, create a new texture for. It won't be in the texture slots list. Now TAB x2 in the 3D view, slot appears. Paint on it, delete the node from the shader. It is still in the list. TAB x2. It is no more in the list, but the 3D view still shows the texture.\n\n[test1.zip](test1.zip)",
"'Reset to Default Value' sets any property on a node to 0\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn shader editor gamma default is 1 when I do the hover over setting and press backspace to reset the default it goes to 0.0\nSame with hue/saturation/value.. and probably more.\nThe one with hue is pretty annoying as it has specific default settings .\nSame deal with groups - I set the defaults, it doesn't default .. goes to 0\n\n- in any node editor hover over any setting and press backspace to reset to default value.\nIt defaults to 0 instead of 1 or whatever it's default was in shader editor..\n\n",
" Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.",
"Set Material Node does not reuse existing empty slot\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\n\n\nIf I set material with Set material node, it will not appear after remesh modifier.\nNo matter if i set material to initial instance or to final geometry after Realize node.\nHere the file for tests and demo\n[remesh after GN.blend](remesh_after_GN.blend)\n\n\n\n[2021-11-29_01-09-32.mp4](2021-11-29_01-09-32.mp4)\n\n[2021-11-29_01-13-43.mp4](2021-11-29_01-13-43.mp4)\n\n",
"Can't bake to external textures (Python)\nHello, when trying to bake an object to an external texture, Blender seems to ignore the \"save_mode\" and bakes the texture to an internal buffer. I've tried two ways:\n\n```\nimport bpy\n\n# Bake selected objects\nfor obj in filter(lambda x: x.type == 'MESH', bpy.data.objects):\n\t\n\tprint('Selected: ' + obj.name)\n\t\n\t# Select current object\n\tbpy.ops.object.select_all(action='DESELECT')\n\tobj.select = True\n\tbpy.context.scene.objects.active = obj\n\t\n\t# Bake\n\tbpy.ops.object.bake(type='COMBINED', save_mode='EXTERNAL', filepath='E:\\\\baked.png', use_automatic_name=True, width=512, height=512)\n\t\n\t- Other version, doesn't work either\n\t- bpy.ops.object.bake(filepath=\"//baked.png\", save_mode='EXTERNAL')\n```\n\nAnd also setting the parameters in a different way:\n```\nbpy.context.scene.render.bake.filepath = 'E:\\\\baked.png'\nbpy.context.scene.render.bake.save_mode = 'EXTERNAL'\nbpy.context.scene.render.bake.use_split_materials = False\n```\n\nAlways, the execution of the previous code returns the following and does not create an image file:\n```\nSelected: Cube\nInfo: Baking map saved to internal image, save it externally or pack it\nSelected: Floor\nInfo: Baking map saved to internal image, save it externally or pack it\n```\n\nTried with different paths and parameters for the bake funcion, also creating image nodes and selecting / deselecting them in the node editor for the material.\n\nAlso, I found someone who had the same problem as me, and found no solution:\n676562\n\n\nFind attached a blend file: [Bake.blend](Bake.blend)\nIt's a simple cycles scene with a cube and a floor, Cycles renderer. It bakes correctly to textures (internal buffer).\n\n - Open the blend file or create your own scene\n - Run the code written above\n - Blender won't create a bake file, in the console you'll see \"Baking map saved to internal image, save it externally or pack it\"\n\n\nWindows 10, nVidia Quadro K5100M\n\nBroken: 2.79b f4dc9f9d68b, 2.77a abf6f08\n\nThank you",
"EEVEE: Reduce viewport render time by only render needed draw passes.\nCurrently all material + effect passes are rendered even when eventually they aren't needed. This can happen when viewing a render pass in the viewport. For example:\n* Mist\n* AO\n* Shadow\n* AOV (after [D7010](D7010) has been comitted)\n* etc\n\nWe should see how we can optimize the rendering pipeline so that only the passes that are needed are drawn. This would lead to a more responsive viewport in these cases.",
"Geometry node don't expose materials to the solidify modifier\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060\n\nBroken: blender-3.1.0-beta+v31.93cc89247010\nWorked: 3.0.1\n\n\nWhen using a geometry node to generate a mesh, and then applying a solidify modifier to it, the materials are not properly exposed and not or wrongly assigned to the final mesh\n\n- create a plane\n- go in edit mode and delete all the mesh data\n- back in object mode, add geometry node modifier\n- add a Cylinder mesh primitive, and set its fill type to None\n- add a Join Geometry node and plug the Group Input Geometry socket and the Cylinder node Mesh socket into the Join node\n- plug the join node into the output\n- add 3 materials to the object and set different colors\n- add a solidify modifier and set material for offset and rim to indices 1 and 2\n\nThe resulting tube doesn't show any of the materials.\n\n- go in edit mode and add at least one vertex to the mesh\n\nNow the resulting tube displays the last material of the list on some parts, but this is still not it.\n\n- Instead of creating a cylinder in the geometry node tree, plug a Mesh circle primitive\nThen add a screw modifier to extrude it, after the geometry node modifier and before the solidify modifier\nSet its angle to 0° and Screw value to 1\n\nNow the resulting tube is only displaying the first material\n\n- Go in edit mode and add at least one vertex to the mesh\n\nNow the resulting tube displays all the materials properly.\n\nNote : it is not obvious, but it is mandatory to join the original geometry into the end result to get the materials correctly propagated to the output.\nMaybe this could be more clearly explained or simplified somehow.\n\nSample file here reproducing all cases mentionned above :\n[solidify_material_bug.zip](solidify_material_bug.zip)",
"A combination of shader nodes causes lack of material emission at any brightness (Cycles)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.0(tested as well on 3.3.0 and 3.5.0 alpha)\nWorked: (none)\n\nA difference of bevel node and normal coordinates produces no light at any emission level. Clipping the result due to suspicion about negative brightness has no result.\nNote: adding any value to the result adds corresponding emission, but despite visuals, brightness from combination above does not.\n\n\n- Open attached file\n[cycles_where_is_emission__bug.blend](attachment)\n\n\n",
"Grease Pencil datablock property 'use_onion_skinning' doesn't work\nOperating system:\nGraphics card:\n\nBroken: 3.4\nWorked: \n\nThe datablock-level property \"use_onion_skinning\" on the Grease Pencil datablock doesn't seem to do anything. Toggling the property with Python doesn't affect the visibility of onion skinning.\nWorking as expected, this property will be useful when drawing among multiple Grease Pencil objects.\n\nOpen attached blend, toggle use_onion_skinning in the Python console: bpy.context.object.data.use_onion_skinning = False [onion_bug.blend](onion_bug.blend) "
] | [
"Blender Internal: UV Mapping inside node groups does not work\nWindows 7 64 bit\nNvidia GTX 750Ti\n\nBroken: (2.75.4 946b850)\n\nIn Blender Internal material nodes:\nIf you use the UV output of the Input>Geometry inside a node group without using it outside, the UV coordinates won't be correct.\n\nIn the node editor, you can see a node group (\"TestTexture\") connected to the material output. The node group contains a UV input, connected to a texture node.\nThe other two nodes are unused.\nIf you press render, you should see a textured cube, but you don't, because of the bug.\n\nBut if you re-render with the UV output connected to the input of the RGB to BW-node (or any other input), it will render correctly. Even though these two nodes aren't connected to the output at all.\n\n[bug.blend](bug.blend)"
] |
Edge Draw Problem / Missing Lines
Windows 7 x64, Nvidia Quadro 600
Broken: 2.77 RC2
Worked: 2.74
Not all Freestyle Lines are rendered.
Just press render.
File attached.
Discovery thread: showthread.php?381543-Edge-rendering-Line-art&p=2994827&highlight=#post2994827
[edge_draw_problem_example.blend](edge_draw_problem_example.blend)
| [
"Mesh: Subdivide op flushes selection too eagerly\nBroken: 2.92 master\nWorked: N/A\n\n\nThe Subdivide operator selects geometry that it shouldn't. Consider this example:\n\n\n\nIt looks as if the op flushes selection a bit too much. Note that the 'Expected' selection is valid selection in edge mode, as the edge rings around the rims are **not** selected. Those edges should neither participate in the op, nor be selected as the result of it, if vertex selection mode is not enabled.\n\nA better example:\n\n\n\n...here in face mode, a lone edge is getting selected by the op.\n\n\n1. On the default cube, in face mode select top and bottom faces, inset and bridge them.\n2. In edge mode select vertical edge rings.\n3. Subdivide.\n\nAlternatively, load this simplified example file:\n\n[subdivide_selection_issue.blend](subdivide_selection_issue.blend)\n\n...and Subdivide. Resulting selection of the middle face is unwarranted.",
"Freestyle wireframe-only rendering is broken with Ztrans faces (lines disappear when Ztrans alpha and Ztrans spec are set to zero / lines behind transparent faces are not rendered / marked edges are not sometimes rendered when faces overlap)\nOSX 10.11.2 / Macbook Pro Retina 15\" Mid 2014 / GeForce GT 750M\n\nBroken: 2.76b (also broken in 2.76)\n\nRendering wireframes with controllable wire thickness requires using Freestyle but Freestyle requires filled faces even when rendering only edges. To only render edges and make the faces invisible one must set Ztrans alpha to zero.\n- When other line objects are behind line-only objects their lines are culled (however ordinary objects are rendered properly)\n- When both Ztrans alpha and spec are set to zero no lines are rendered\n- When faces overlap only some marked edges are rendered (even when faces are set to be transparent)\n\nObserve and render the attached .blend file.\n[freestyle-lineclipping.blend](freestyle-lineclipping.blend)",
"Semitransparent grease pencil covers wireframe. Bug or limitation?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nit looks like this \n\n[untitled3.blend](untitled3.blend)\nAnd it is difficuilt sometimes to work with wireframe and GP-sketch when I don`t see vertices\n",
"OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n",
"Grease Pencil ignores collection Line Art usage settings\nversion: 3.3.0 Beta, branch: master, commit date: 2022-07-28 22:39, hash: 6ca602dd9fa1, type: release\nbuild date: 2022-07-29, 00:21:12\nplatform: 'Windows-10-10.0.22000-SP0'\n\nrenderer:\t'NVIDIA GeForce RTX 3090/PCIe/SSE2'\nvendor:\t'NVIDIA Corporation'\nversion:\t'4.5.0 NVIDIA 516.59'\n\nGrese Pencil ingnores Collections Line Art usage settings. See my attachment and screenshot.\n\nOpen the attached file and check the line art settings in the torus collection.\n\n\n\n[gpencil_outlines-test-3_3.blend](gpencil_outlines-test-3_3.blend)",
"render lagging behind tiles\nOperating system: win10\nGraphics card:rts 2070 super\n\n2.81\nwhen rendering, the picture doesnt appear for a while after the render tile already finished rendering that region, not sure if its a bug. didn't see anything like this online. here is a video\n\n\n[bug (2).blend](bug__2_.blend)\n\n- Open file and render\n\n[gnVknluHJZ.mp4](gnVknluHJZ.mp4)",
"Compositor doesn't render if VSE contains strips\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.0.0 Alpha\n\nCompositor doesn't render if VSE contains strips.\nIn some cases user may want to have for example sound strip to play sound while compositing. This can cause only VSE to be used for rendering.\n\nAdd color strip to VSE, in compositor check Use Nodes and render.",
"Line Art errors when rendering small details\nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.1\nBroken: version: 3.1.0 Beta\nBroken: version: 3.2.0 Alpha\n\nWorked: version: 2.93.8\n\nLine art when rendering fine edge mark details now produces errors that were not present in 2.93.\n\n**Example of Error**\n{[F12864446](3.0_World_Space.png)}\n\n**Expected Results**\n{[F12864444](2.93_Screen_Space.png)}\n\n\nEXAMPLE BEND FILE: [Line Art Fine Detail Error.zip](Line_Art_Fine_Detail_Error.zip)\n1. Open Example File \n2. Ensure Line Art is enabled\n3. Render Image\n\n",
"GPencil – Unwanted Dots In Strokes\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nWhen rendering thick lines the lines will have some unwanted transparent dots. Especially if you turn the percentage of the render resolution up to 200%. Take a look at the attached images (in full size) wehre I marked the dots with red circles:\n\n**100% of the standard render resolution** (less unwanted dots)\n\n\n\n**200% of the standard render resolution** (more unwanted dots)\n\n\n\nThis issue might occur on NVIDIA graphics cards only ([see comment from](T80906#1020570) @JSM).\n\n\n[GPencil_Unwanted_Dots_r0.blend](GPencil_Unwanted_Dots_r0.blend)\n\n\nRender the attached .blend file, or:\n\n1. Open Blender and select *2D Animation* on the *Splash Screen*\n2. Draw some thick lines\n3. Turn the percentage of the standard render resolution up to 200%\n4. Render the image and inspect the lines\n\n\n––––––––––––––––––––--\n\nHave fun in the sun! 😁",
"Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n",
"Render: Option to use fullscreen depthbuffer for tracing\nAdd an option to allow the use of a more precise depth buffer when doing screen space effects.\n\nThat may solve some issue regarding noise or self intersection.",
"Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n\n",
"Missing icons for the release\nThere are typically a few new features for each release that need an icon. We can collect them here and make sure they are added before the release (before Bcon3 really).\n\nCurrently missing:\n\n- [x] Geometry Nodes Editor\n- [x] Line art modifier\n- [ ] Attribute domains {[F10162715](image.png) size=full}\n - Face corner icon is using a node snapping icon\n - Points probably shouldn't have a line\n - An icon for curve control points would be great\n- [ ] Asset icon (? Could re-use the Asset Browser icon, but rather have a dedicated one)\n- [ ] Asset Browser \"Unassigned\" catalog item\n- [ ] Asset Browser \"All\" catalog tree item (? Could also just be a regular parent item)\n- [ ] Asset Browser \"Open Blend File\" button\n\n- [x] Blender File (`FILE_BLEND` currently uses the Blender logo, which is wrong)\n\n**Sculpt tools:**\n*Postponed for the next release.*\n* - [ ] ~~Mask Filter Tool~~\n* - [ ] ~~Scene Project Brush Tool~~",
"Overlays not displayed for UV seams, freestyle edges and sharp edges\nOperating system: Linux-5.4.244-2-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.4\n\nBroken: version: 3.6.0\n\n\nWhen marking edges as UV seams, these edges' display does not change accordingly, even though the option \"Seams\" is activated in \"Viewport Overlays\".\n\n\n[Based on the default startup]\n- Select the cube and switch to edit mode.\n- Select some edges and mark them as seams for UV unwrapping.\n- These edges are not displayed differently than the others.\n\nSee the attached image where some edges have been marked as seams. I also attached the blend file used for this screenshot.\n\n",
"Persistent Data causes the Image Editor to not update during rendering + pixel glitches in topper pixel lines\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0 Beta\n\nVery often, when you render a sequence, it was on nearly every scene I was working on, there is not shown the render results, and you see the transparent background.\nUpdate in the image Editor is only shown once the whole render completes.\nSometimes it works randomly on some frames. And sometimes you have even a pixel glitch when the progress is not shown. As shown at the end of the video, you have sometimes that glitch on the top. When it is there, it is always the first\\second pixel line.\nThe Pictures are properly rendered and saved, but often the progress in the render results window is not shown and there are some glitches. But they will not appear in the final picture. ONLY in the render preview.\n\nWorks on my projects every time. Nothing particularly.\n\nWait a little bit. The second frame in the video has a glitch.\n[2022-02-01 19-39-28.mp4](2022-02-01_19-39-28.mp4)\n\nProblem is from on frame 3:\n[2022-02-04 08-09-30.mp4](2022-02-04_08-09-30.mp4)\n[Citty.blend](Citty.blend)"
] | [
"Freestyle line glitch\nWin10, Linux Mint 17.3\nGTX560ti, GTX980\n\nBroken: 2.76 to 2.77RC2\nWorked: 2.75a\n\nWhen there are lines crossing each other, some lines are broken.\nProblem only occur after 2.76.\nExample 1\n\nmesh looks like this for example 1\n\n\nExample 2\n\n\nOpen file and render.\nPlease change camera for different view.\n[FSBUG.blend](FSBUG.blend)",
"Freestyle not fully drawing edge marked lines in Blender Render\n\n\n\n\n[technical drawing test.blend](technical_drawing_test.blend)\n\n\nMac OSX El Capitan 10.11.3 (14F27)\nMac (27-inch, Mid 2010)\nProcessor: 2.8 GHz Intel Core i5\nMemory: 8 GB 1333 MHz DDR3\nGraphics: ATI Radeon HD 5750 1024 MB\n\nBroken: 2.76b (f337fea); 2.77 RC2 (1e1118e)\nWith relatively simple cube geometry, lines or portions of lines are sometimes not being drawn. Marking the the edges for Freestyle does not resolve the issue. \n\n1. Create geometry as in the attached .blend file\n2. Move the object titled \"Main Brace\" vertically along the z axis and render to see various degrees of missing lines (at some heights it draws correctly, others do not)"
] |
[Interface: Scenes] Blender crashes on making new scene
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92
Broken: version: 2.90 (sub 4)
If you make scene "copy settings\linked copy\full copy" everything is fine. But blender crashes when you make New scene.
- open blender
- try make new scene (like on screencast on example)
- here you are!
[2020-05-27 11-37-59.mp4](2020-05-27_11-37-59.mp4)
[blender_system_info.txt](blender_system_info.txt)
[blender_debug_output.txt](blender_debug_output.txt) | [
"GPencil: Blender crash when file open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.0 Beta\n\nAs soon as I open attached file Blender crashes. Attached also crash log file.\n\n- Open attached file\n- Change radius (say 0.6)\n- Save file\n- reopen it (Crash)\n[#102930.blend](T102930.blend)",
"blender 4.0 shutdown immediately after launching\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nblender 4.0 latest build shutdown immediately after launching . and i think its cant overwrite the file showing in the image .when i deleted that file and try to launch blender its work just fine . after doing some stuff blender got crashed 🙃 and the same thing happen again (can`t launch) and so i have to do the same method to get it to work again 🙂👌\n\n----\n\n",
"Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n",
"Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.",
"Scene strip to cache/prefetching\nOperating system: windows 10\nGraphics card: rtx2060\n\nv2.83.0\n\n\n32:22 - 36:00\nwatch?v=MW-wn9htHFM\n\nI posted a question for \"blender today\" where Pablo Vazquez and @dfelinto reviewed what I was talking about, and at the end, they mentioned to report it as a bug. i put the time stamps for the video above. my original post read: \"i was wondering how to load a scene strip to cache (like prefetch it) in the vse. currently i have to scroll over the clip multiple times, because pressing play and letting it play doesn't load the whole thing to cache.\"\n\njust to reiterate, I am talking about *scene* strips. I'm not sure if this is actually a bug or a feature request, but considering that they were messing around with it and told me to report it as a bug, that's all i wanted to do. thank you!",
"Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```",
"Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n",
"My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n",
"Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)",
"Hair particle system altering display percentage crashes Blender.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nChanging the percentage value in the Viewport Display section causes Blender to instantly crash.\n\nSet the display percentage with the currently active particle system\n[field_3400_autosave.blend](field_3400_autosave.blend)",
"Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n",
"Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n",
"Blender 3.3 crashes on importing external .exr file on compositor\nOperating system: Windows 11 x64\nGraphics card: gtx 650 ti\nprocessor ryzen 9 5900X\n\nBroken: tried 3.3 LTS (september 7, 2022 release) and also 3.2.1, but had this failure before in previous builds.\n\n**Short description**\nBlender immediately crashes after importing a multilayer .exr (generated in Houdini's Karma renderer) to the compositor. Example files attached\n\nOpen new blender scene, switch to compositor tab and check \"use nodes\". Then the error happens after either dragging and dropping the images or using the image node for import.\n\nThe crash seems to occur only when importing images with AOVs packed in, I attached one example that works perfectly but only has the color layer. I know this is a niche workflow but I'm out of options for compositing until I can upgrade my graphics card, sorry if this isn't really worth looking into.\n\n\n\n",
"Blender 2.92 crashing when editing fractured mesh\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\n- 2.83.10\nWorked: ?\n\nI have used cell fracture to fracture a UV sphere. I did separate the parts using P. I tried to edit a part and it is where the crash happens.\n\n\n```lines\n/home/yves/Downloads/blender291/blender(BLI_system_backtrace+0x20) [0x84ba490]\n/home/yves/Downloads/blender291/blender() [0xe5293a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fa720a5e210]\n/home/yves/Downloads/blender291/blender(DRW_mesh_batch_cache_create_requested+0x5a9) [0x1364e89]\n/home/yves/Downloads/blender291/blender() [0x1311158]\n/home/yves/Downloads/blender291/blender(DRW_draw_render_loop_ex+0x35d) [0x131232d]\n/home/yves/Downloads/blender291/blender(view3d_main_region_draw+0x8f) [0x1afb15f]\n/home/yves/Downloads/blender291/blender(ED_region_do_draw+0x7e1) [0x16b43f1]\n/home/yves/Downloads/blender291/blender(wm_draw_update+0x52e) [0x11c181e]\n/home/yves/Downloads/blender291/blender(WM_main+0x30) [0x11bf740]\n/home/yves/Downloads/blender291/blender(main+0x30d) [0xd8d12d]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7fa720a3f0b3]\n/home/yves/Downloads/blender291/blender() [0xe4f0b3]\n```\n\n{F9530087}\n\n{F9530088}\n\n- Open the attached file and select `Sphere_cell.055`.\n- Try to switch to edit mode.\n\n\n",
"Blender Crashes when trying to create a Pivot Constraint for armature\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU\n\nBroken: 3.33, 3.34, 3.35 Beta\nWorked: 2.79\n\nWhen trying to set a bone in the Pivot Constraint for the Armature, it crashes.\n\n1. Create an armature.\n2. Create a Pivot constraint from \"Object Constraint Properties > Add Object Constraint > Relationship > Pivot\".\n3. Select the armature in the Target field.\n4. Then select the Bone in the Bone field. (Blender crashes)\n\n"
] | [
"2.83 beta crashes when clicking \"new scene\" button\nOperating system: Windows10 Home 1909\nGraphics card: RTX 2070 Super\n\nBroken: version: 2.83 (sub 17), branch: master, commit date: 2020-05-26 22:42, hash: f772a4b8fa87, type: Release\nbuild date: 2020-05-26, 21:25:38\nWorked: ?\n\nShort description of error\n2.83 beta crashes when clicking \"new scene\" button\n\nExact steps for others to reproduce the error\n1) Open blender\n2) Click \"new scene\" button select \"new\" from menu\n3) blender crashes"
] |
Too high default strength for hair particle brushes
Windows 64 and Linux 64
Broken: 2.77-RC2 1e1118e
Worked: 2.76b
When creating a hair particle system most brushes have a strength default value of 50 or 100. With that strength the comb brush behaves almost like the cut brush.
Seems to affect: Comb, Smooth, Length, Puff, Cut, and Weight.
* add a mesh
* add a particle system to mesh
* change type to "Hair"
* switch to Particle Edit mode
* click "Comb"
* look at Strength input field
| [
"Double clicking particle system name (to rename) deletes pre-calculated particle animation.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\n\nBroken: version: 2.80 (sub 55)\nWorked: 2.79b \n\n\nDouble clicking particle system name (to rename) deletes per-calculated particle animation.\n\nOpen new blend.\nAdd particle system.\nSimulate a few frames.\nPause animation.\nRename particle system.\nParticle animation / cache is deleted / reset.\n\n",
"Comb brush improvements\n# Motivation\nComb brushes currently don't work all that well. It takes several brush strokes to push hair into a different direction and align it. Curves tend to drift away from the brush, especially close to the tips.\n\nA good combing brush should feel almost like a real, physical hair comb. It should \"grip\" the hair without letting it drift out of the brush region, while allowing slippage in the hair direction.\n\n# Current problems\nGoal positions for vertices are correctly computed by the brush and initially applied. But then segment length and collision constraints get solved, which moves points away from initial positions. Large brush strokes in particular cause large corrections for length constraints, which diminishes the brush effect.\n\n\nEspecially points at the tip tend get corrected so much that the initial displacement of the comb brush is quickly lost. That is because the length constraint works from the root upwards and only moves the end point of each segment. This \"follow the leader\" solution has the advantage that it only requires one iteration for a perfect length constraint, but the downside is that it artificially overcorrects curve tips. This issue has been described in section 3.1 of \"Fast Simulation of Inextensible Hair and Fur.\" (Müller et al.).\nFTLHairFur.pdf\nRecently a correction factor was introduced (#104589) to make curve tips more responsive, but only partially solves the problem.\n\n# What is the desired behavior?\nCombing should feel like a physical comb. Hairs between the teeth of a comb are constrained in their lateral movement, but can move (with some friction) along the direction of the hair.\n<img src=attachment width=\"300\">\n\nThis suggests that, rather than just an initial point offset, combing should be implemented as a constraint itself. This gives greater control over the priority and weighting of brush influence relative to other constraints. The solver can then try to satisfy segment lengths, collisions, and brush constraints at the same time, rather than overriding brush goals immediately.\n\n# Irrelevant aspects of real combs\nReal physical combs are open to one side to make inserting hair easier. If that side faces down the hair will fall out. This is not a feature we need to replicate. Instead the hair should generally be restrained laterally, but move freely in the longitudinal direction.\n\nReal combs also only work if held at a right angle to the hair direction. Brushes in Blender don’t usually have an orientation, so we can assume that this is always the case.\nCombs are also generally planar, while Blender brushes are spheres or cylinders (depending on projection mode). We don’t need all hair constraints to lie in the same plane.\n\nReal hair has some friction when dragged through a comb. This is a useful feature because it extends the influence of the brush beyond the immediate brush position. But we can simplify the brush and assume a moderate constant amount of friction with a simple tool setting (or disable friction altogether).\n\n# Formulating a comb brush constraint\nAll existing curve editing features can be understood as a simplified position-based constraint system. The goal now is to define an *objective function* that describes a suitable \"comb constraint\" and improve the curve constraint solver so that it supports this new constraint in addition to existing length and collision constraints.\n\nAn formulation of such a constraint can be found in section 5.1 *Keyhole Constraint* of \"A robust and efficient Lagrangian Constraint Toolkit for the Simulation of 1D Structures\" by Adrien Theetten.\nTheetten-2009-JCAD.pdf\n\nThe constraint minimizes the distance to a goal point. The goal is found at the beginning of the stroke by looking on each curve for the closest point to the brush center. The key difference to a simple \"grab\" constraint is that the point parameter `u` along the curve is also a variable, meaning that the point can slide along the curve to minimize deformation, as long as the deformed curve still goes through the goal point.\n\nIt must be noted that the curve has to be differentiable for this to work properly. A simple cubic spline interpolation helps generate a smooth gradient to move the keyhole point in the right direction along the spline.\n\n# Test implementation\nA test implementation shows the improved behavior of the constraint-based brush: The curves are following the brush much more strictly and it only takes a single stroke to align curves.\n\n\nCode: 105769\n\nA few further improvements should be considered for a full feature:\n* The constraint solver should be generalized to support additional constraints in the future.\n* Length constraints should apply to both sides of a segment equally instead of the follow-the-leader approach (solving from the root up). This will require more iterations but make it more compatible with other constraints. Zero weights for root points ensure pinning to the surface.\n* Some simplified stiffness constraints for segment angles can help avoid the \"floppiness\" of curves.\n* Better collision handling is needed. Collision constraints should not attempt to solve length constraints simultaneously, since that only works for the last-solved segment and makes the solution very non-linear.\n* The comb constraint is solved with a linear projection. A few iterations of gradient descent or a similar method for just this constraint type might improve convergence.\n* Currently `segment_length` and similar constraint constants are recomputed at the start of each brush stroke. This is susceptible to drift over multiple brush strokes, as any residual error of the solver is carried over into the next stroke. While improving convergence of the solver alleviates this issue it shouldn't be expected to get a totally accurate solution every time. `segment_length` and other (supposed) constants should be persistent as attributes and only change when e.g. grow/shrink brushes modify them.",
"Hair with 'Virtual Parents' acts wrong with clumping noise\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: since 2.79\n\n\n\nIf I use clumping + shorter than 4m hairs, virtual parents produces very weird result.\n\n[2021-01-12_06-46-35.mp4](2021-01-12_06-46-35.mp4)\n\n- In the default Cube, add a hair particle system\n- Change emission number to 100 e length to 0.2\n- In the `Children` panel enable \"`Interpolated`\"\n- In `Clumping` set `Clump` to `1.0` and enable \"`Clump Noise`\"\n- Set any value in `Virtual Parents`\n\nHere the file: try to change length, and clumping\n[untitled.blend](untitled.blend)",
"Sculpt mode: Draw Sharp brush artefacts when using Scene Spacing in stroke settings\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.2.0 Beta\n\n**To reproduce**\nBrush stroke important settings:\n1% stepping, scene stepping\n\nI suppose there is no limiter and with very steep angle step become extremely tight instead to keep constant step.\n\n[2022-05-14_08-04-06.mp4](2022-05-14_08-04-06.mp4)\n\n[untitled.blend](untitled.blend)\n[2022-05-14_08-10-44.mp4](2022-05-14_08-10-44.mp4)\n\n",
"Hair particles: rekeying, cut tool, subdividing do not interpolate existing weights (breaking simulation)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\nJust click once sometimes work right\n\n\nThis bug happen in both 2.79 and 2.8\nClick and drag the hair cut tool mess up the vertices position, especially after subdividing one or 2 segments of the hair. After the hair is messed up, it can't be fixed using rekey command.\nDragging the cut tool on a hair that is not subdivided also cause the problem, but not as severely, the vertices become unevenly positioned.\n\n\nCreate a hair system on the default cube, set the emission number to 1.\nGo to particle edit mode, subdivide one or 2 segments of the hair.\nUse the cut tool, click and drag from the tip of the hair.\nThe hair is now completely messed up.\n",
"Hair particles rendered as an object do not follow parent object when the parent object is falling under gravity as a rigid body when animating\nOperating system: Microsoft Windows 10 Home, Version 10.0.18362 Build 18362\nGraphics card: GeForce GTX 1080\n\nversion: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4caf4, type: Release\nbuild date: 2020-03-12, 15:41:08\nplatform: Windows\n\nI have an issue where i have a cube mesh, I create hair particles, and set the hair to render as an object, say a cylinder. I then enable rigid body physics for the cube. I also have a passive plane below the cube. When I run an animation, the cube falls as if under gravity and stops at the plane, but the cylinder particles remain in their original position?\n\nIf I add soft body physics to the cube and order the soft body physics before the particle settings, then the cylinders fall, but lag behind the cube. The cube falls through the plane below, but the cylinders are stopped by the plane?\n\nWith soft body added (to top of stack). Particles do fall but have a lower acceleration rate, and the cube no longer detects the floor and passes through the plane?!\n\nThanks!!\n\nSee attached blend file [StackExchangeParticleProblem-001.blend](StackExchangeParticleProblem-001.blend)",
"Smoke artefacts when baking smoke simulation based on particles\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.2\nWorked: none\n\nI have a baked particle simulation that is propelled by a wind force field. Next, I have a smoke simulation whose flow source is set to particle system.\nWhen I run the simulation it takes much longer than usual and ends up creating lines of smoke in random directions.\n\nI add that all the sliders in the field weights tab of the domain object are at 0 (gravity, all...) so no force field can be the cause of this scattering\n\nHere are some pictures of the problem :\n\n\n\nWith higher resolution :\n\n\n- Open the blend file\n- Bake Particles\n- Bake Smoke\n\n[SceneProblem2.blend](SceneProblem2.blend)\n\n",
" Custom normals polishing\nThere are a few issues with custom normals workflow at the moment. For example it needs auto-smooth at the moment depending on the artist pipeline.",
"Hairs & custom normals\nOperating system: Linux 5.10.0-5-amd64 #1 SMP Debian 5.10.26-1\nGraphics card: Radeon RX 560 Series\n\nBroken: 2.92 (from snap)\nWorked: not known\n\n\nHairs does not consider edited ‘custom normals’ and still use ‘face normals’.\n\nLook at attached screenshot.\n\n[test_normals.blend](test_normals.blend)\n",
"Initial stroke delay - clay strips\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\nWhen you start a stroke in sculpt mode with the clay strips brush, it takes some movement for it to start registering. Previous versions of Blender didn't have this problem. See video to understand better (sorry for the low audio volume, if you can, wear headphones or raise the volume).\n\nJust start a stroke with clay strips, it will take a drag to appear. It can be reproduced in default room.\n\n",
"Hair Dynamics Strange Behaviour\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0\n\nI have not seen hair behave this way before. For this example file, I have simply used the default hair dynamics settings. I have a bake in the file attached, and you can try bake yourself to replicate the issue. The hair will fly all over the place, it is not colliding with anything and I cannot figure out what is causing the issue. It was recommended by a developer that I post the issue here for others to have a look, many thanks.\n[HairProb.blend](HairProb.blend)\n\n",
"Having too much hair particles creates visual glitches\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: not really sure, but it may have been in blender for some time\n\nHair strips gets a really bad distortion once they reach a certain threshold of number, children and \"additional subdivisions\"\n\n\nUsing a ball with 2 subdivisions:\n\n| 1 | Furball with hair strips, 0 additional Subdivisions, 20000 particles and 80 interpolated children |  |\n| -- | -- | -- |\n| 2 | Furball with hair strips, 1 additional Subdivisions, 20000 particles and 80 interpolated children |  |\n| 3 | Furball with hair strips, 1 additional Subdivisions, 20000 particles and 60 interpolated children |  |\n| 4 | Furball with hair strips, 1 additional Subdivisions, 18000 particles and 60 interpolated children |  |\n| 5 | Furball with hair strands, 1 additional Subdivisions, 18000 particles and 60 interpolated children (hair gets scrambled where the glitch is happening) |  |\n| 6 | Furball with the exact same configuration as the first glitchless one, but with 3 Strand steps on Viewport Display instead of 2 |  |\n\nSo it seems like a mix of a lot of segments and a lot of particles create those glitches.\n\nThe file bellow contains the furball with the second configuration\n[furball.blend](furball.blend)\n",
"Particle hair (chilrden) not showing up on viewport - Blender 3.1\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nHey guys, Not sure if I am doing something wrong but on 3.1 + 3.1.2. hair particles are not showing up after a certain number on the \"display amounts\" - For the attached project for example if I go beyond 16 on the display amounts, all the hair disappears. The same happens if I increase the Stand steps on the Viewport Display panel\n\nmay that be a bug ? I am not sure, it looks like one because in 3.0 the problem does not appear. \n\n\nIncrease the number of the Children Display amount.\n\nthanks a lot! \n\n\n[hair-particles-issue-Mac-AMD-3-1.blend](hair-particles-issue-Mac-AMD-3-1.blend)",
"Curves sculptmode: Slide tool with Pressure Sensitivity always resets at the end of the stroke\nOperating system: Linux-5.18.16-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0 Beta\n\nCurves will snap back to it's original coordinates after the stroke. Turning off the pressure sensitivity will allow the hair curves to stay.\n\n*Use a pentablet or a screen display with pressure sensitivity*\n - Load Factory Settings\n - Go to 3D Viewport\n - Add mesh primitive\n - Add curve hair object while mesh primitive is active\n - Go to sculpt mode\n - Add some hair with the [**Add**] tool\n # Slide hair with the [**Slide**] tool\n\n----\n**Pentablet:** XP-Pen Deco 01 V2\n\n",
"No \"affect alpha\" in brush settings in the Image Editor\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 7)\n(as well as the latest alpha: version: 2.83 (sub 5))\nWorked: 2.80 (Checkbox existed in Image Editor brush settings, but had NO effect on brush behavior)\n\nIn the 3D Viewport as well as the Properties Editor while in Texture Paint mode, all brushes offer the \"affect alpha\" option in the \"Advanced\" section of the Brush Settings. In the Image Editor that option is missing from the \"Advanced\" section for no apparent reason.\n\n\nOpen Blender with factory settings. Switch to \"Texture Paint\" tab. Compare the \"Advanced\" section of the active brush's tool settings in the Image Editor to that in the 3D Viewport or Properties Editor.\n\nSurely this has to be a well-known issue and exists only due to technical limitations of some kind.\nWhat should I tell my students why this inconvenience exists and when it will be addressed?"
] | [
"Blender 2.77 RC - Particle Hair Mode Issue\nMicrosoft Windows 10 Pro and Nvidia GeForce 845M\n\nBroken: Blender 2.77 RC\nWorked: Blender 2.77b\n\n\nComb Brush in Particle Edit Mode acts as a Cut Brush.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\n1. Subdivide Cube to Level 3.\n\n2. Add a Particle System ---> Change operation from Emitter to Hair.\n\n3. Go to Particle Edit mode.\n\n4. Select Comb Brush.\n\n5. Notice that the Comb Brush cuts the hair instead of combing it when in use."
] |
@ key to crash Blender
Operating system: OS X Sierra
Graphics card: AMD 5870
Broken: blender-2.80-480a09a92f7f-OSX-10.9-x86_64
Blender crashes every time I hit the @ key (in the field which appears with RMB in menu) in order to assign a shortkey for 'object mode->object->snap->selection to cursor' | [
"Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ",
"Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n",
"Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n",
"blender crash itself while importing a dae (collide) file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nBroken: version: 2.82 and all versions in between then and now\nWorked: n/a\n\nHi, I'm using blender version 3.3 on a windows 10 downloaded on steam.\n\nwhen i try to import dae files, blender crashes itself and shuts down\n(this only happens with some dae files, not all and the ones who crash are not to big ).\n\nI tried to search with powershell to find the problem and I got this:\n\nError: EXCEPTION_ACCESS_VIOLATION\n[bgr_darryls_ship_ground.dae](bgr_darryls_ship_ground.dae)\n\n```\nThe gh->hashfp function pointer is NULL (hasn't been initialized yet)\n\nblender.exe!ghash_keyhash(const GHash * gh, const void * key) Line 133\tC\nblender.exe!ghash_lookup_entry(const GHash * gh, const void * key) Line 411\tC\nblender.exe!BLI_ghash_lookup(const GHash * gh, const void * key) Line 736\tC\nblender.exe!BKE_armature_find_bone_name(bArmature * arm, const unsigned char * name) Line 601\tC\nblender.exe!ArmatureImporter::create_armature_bones(Main * bmain, std::vector<Object *,std::allocator<Object *>> & arm_objs) Line 478\tC++\nblender.exe!ArmatureImporter::make_armatures(bContext * C, std::vector<Object *,std::allocator<Object *>> & objects_to_scale) Line 826\tC++\nblender.exe!DocumentImporter::finish() Line 228\tC++\n[External Code]\t\nblender.exe!DocumentImporter::import() Line 127\tC++\n```\n",
"Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n",
"Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n",
"Clearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox crashes Blender\nOS: Ubuntu 16.04 x86_64\nGfx: Intel HD Graphics 530 (Skylake GT2) (driver: GL 4.5 (Core Profile) Mesa 17.3.0-devel)\n\nBroken:\n- 2.79-42a562496b5-linux-glibc219-x86_64 (latest build)\n- 2.79-5bd8ac9abfa-linux-glibc219-x86_64\n- 2.76b\n\nClearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox either crashes Blender or leads to unexpected behaviour.\n\nConsistently reproducible.\n1. Open the default startup blender file\n2. Open a textblock and paste and run the code provided in Appendix A\n3. In the 3D viewport, press SPACE and type \"Crashable\", then select \"Crashable Operator\" => at the right an operator panel will be drawn\n4. In the operator panel, click on the field next to \"Obj:\" and select e.g., \"Camera\" from the list\n5. Click the X sign right to \"Camera\" while keeping the mouse pointer pointed at the field\n6. Click again on the field\n\n**Expected behaviour of step 6.**\nStep 6 should be able to behave as step 4, i.e., one should be able to again select something from a non-empty list\n\n**Observed behaviour after step 6**\nOne of following, probably depending on how Blender's memory was allocated:\n - Crash\n - The list is empty\n\n**Appendix A**\n\n```\nimport bpy\n\n\nclass CrashableOperator(bpy.types.Operator):\n bl_idname = \"object.crashable_operator\"\n bl_label = \"Crashable Operator\"\n bl_options = {'REGISTER', 'UNDO'}\n\n obj = bpy.props.StringProperty(name=\"Obj\")\n\n def draw(self, context):\n self.layout.prop_search(self, \"obj\", context.scene, \"objects\")\n\n def execute(self, context):\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CrashableOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(CrashableOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```\n\n**Terminal output upon crash**\n\n```\n$ blender\nRead new prefs: /home/elias/.config/blender/2.76/config/userpref.blend\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n**Contents of \"blender.crash.txt\"**\n\n\n```\n# Blender 2.76 (sub 0), Commit date: 1970-01-01 00:00, Hash unknown\nbpy.context.area.type = 'TEXT_EDITOR' # Property\nbpy.ops.text.run_script() # Operator\nbpy.ops.object.crashable_operator() # Operator\nbpy.ops.object.crashable_operator(obj=\"Camera\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\n\n# backtrace\nblender(BLI_system_backtrace+0x30) [0x1361b10]\nblender() [0x97a98e]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f242a7894b0]\nblender(rna_ID_refine+0x4) [0x11bac84]\nblender(rna_pointer_inherit_refine+0x66) [0x11a9af6]\nblender() [0x1273ae2]\nblender(RNA_property_collection_begin+0x15c) [0x11b161c]\nblender() [0xb654ae]\nblender(ui_searchbox_update+0x6a) [0xb7514a]\nblender() [0xb57089]\nblender() [0xb59f6d]\nblender() [0xb5a027]\nblender() [0xb5d7ad]\nblender() [0xb5ebe6]\nblender() [0xb5f433]\nblender() [0x985e81]\nblender() [0x986251]\nblender(wm_event_do_handlers+0x5f6) [0x9868e6]\nblender(WM_main+0x18) [0x97cfd8]\nblender(main+0xef4) [0x95ce04]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f242a774830]\nblender(_start+0x29) [0x97a2b9]\n```",
"Hotkeys malfunction after leaving text field with no input using IME(Chinese/Japanese/Korean)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Release Candidate\nWorked: Unknow\n\n---\n\n\nUsing IME(Input method editor) like Chinese/Japanese/Korean IME, activate a text field then go back to 3D viewport while inputing nothing will make some hotkeys malfunction.\n\n\n - Default scene with any IME listed in the following image.\n - Click the default cube's name text field to activate the text field.\n - No input, go back to 3D viewport by clicking the 3D viewport area or right-clicking to cancel the operation.\n - Test {key A-Z}, for example press {key G} to transform the cube, the keys shouldn't be functioning.\n\n**Notes:**\n\n - After pressing {key A-Z}, similar IME-poping-ups might be shown as in these images: {[F12405595](图片.png)} The inputs are handled by IME but not being properly functioning like {key G} would not move the selected object.\n - Some other keys like {key 1-9}, {key Shift}, {key Ctrl}, {key CapsLock} and {key Space} are still functioning.\n - After the bug is reproduced, it is able to press {key Shift} to switch the mode of IME to fix the malfunction. And if right after canceling the text field input operation, press {key Ctrl RightMouseBottom} to finish a lasso select can also walk around the bug (but if there are already some inputs after the operation is canceled, doing {key Ctrl RightMouseBottom} won't fix the bug).\n - I found at the time been, Blender will automatically switch the IME modes (sorry I am not sure about which patch brought this feature), that means if in 3D viewport, the IME is automatically set to \"English\" mode and all inputs will not be handled by IME (this is the proper function); while in text field the IME mode is automatically switched to for example \"Chinese mode\" in Chinese IME. This \"auto-switching\" behavior is lost if the said work around is used to fix the bug, and in my case only after restarting Blender will bring back this feature.\n - I have tested a 3rd party Chinese IME \"搜狗输入法\" and in my opinion it has the similar bug as \"Microsoft Pinyin\": ",
"Python Operators that add/remove ID data without an undo step crash Blender\nOperating system: Win 10\nGraphics card: GTX 1070\n\nBroken: 2.8.3, 2.9 aed11c673efe\nWorked: 2.8.0\n\nUndoing after object linking to the scene crashes blender. I used the latest daily build\n\n1. Load the crash blend file [crash_modal.blend](crash_modal.blend)\n2. Run the script attached\n3. Click in viewport to add a new object, and then press ESC\n4. Press Ctrl+Z to undo\n5. Crash..\n\n",
"Crashes when working with pose mode (rigidbodies involved)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.1\nWorked: 2.8\n\nFrequent random crashes.\n\nJust animate bones. It may even crash at undo. One day it's okay, another it crashes 20 times a day.\n[debug_logs.zip](debug_logs.zip)\n",
"Crash creating \"position\" attribute with the wrong type while in Edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: 3.5.0 and 3.6.0 Alpha\nWorked:\n\nWhile in Edit mode, attempting to create an attribute called `\"position\"` that has type not set to `\"FLOAT_VECTOR\"` will crash Blender.\n\nI couldn't get any other attributes to crash when added while in Edit mode.\nCreating the `\"position\"` attribute with the correct type, but incorrect domain does not cause a crash either.\n\nI can't imagine a use case for users wanting to do this, but it came up while I was determining the extent of 107228 and isn't really the same issue.\n\n1. Select a mesh object\n1. Enter Edit Mode\n1. Either:\n 1. Run `bpy.context.object.data.attributes.new(\"position\", \"FLOAT\", \"POINT\")` from the Python Console\n 1. Create a new attribute called \"position\" using the `bpy.ops.geometry.attribute_add` operator and set the `Data Type` to anything other than `Vector`: ",
"Modal keymap for snapping in the `Corner Pin` widget has no effect\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe bottom bar states that pressing ^ will enable snapping, but it seems it does nothing.\n\n\n\n1. Create a new default file;\n2. Go to the compositor;\n3. Enable nodes;\n4. Add a viewer node (this allows you to resize and test different sizes for the `Corner Pin` Gizmo);\n5. Add a `Corner Pin` node;\n6. Edit the `Corner Pin` widget and try to snap.\n",
"Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n",
"Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)",
"EEVEE: Blender Crashes when rendering specific File\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.93.0\nWorked: (N/A)\n\nBlender crashes when rendering specific file. It only seems to happen with this file - when I render other (even larger) files with the same inputs it works fine, but with this one it crashes every time. The error message is EXCEPTION_ACCESS_VIOLATION, but I received the data from an open source website and it is placed in a folder on my computer that I have full access to. Debug report: [blender_debug_output.txt](blender_debug_output.txt)\n\nSave NZ_Compressed40pc.jpg to desktop \nOpen Dev.blend\nIn the shader editor for the plane, ensure the image texture has NZ_Compressed40pc.jpg linked as input.\nRender>render image\n\nTest File:\n[Dev.blend](Dev.blend)\n"
] | [
"Assign Shortcut bug\n\n**Operating system:**\nKubuntu 18.10\n\n**Graphics card:**\nAMD FirePro w7000\nrenderer:\t'AMD PITCAIRN (DRM 2.50.0, 4.18.0-12-generic, LLVM 7.0.0)'\nvendor:\t\t'X.Org'\nversion:\t'4.5 (Core Profile) Mesa 18.2.2'\n\nversion: 2.80 (sub 37), branch: blender2.8, commit date: 2018-12-16 18:53, hash: ea33b90a1bf, type: Release\nbuild date: 2018-12-16, 21:58:58\nplatform: Linux\n\nWhen trying to set < key as a shortcut blender crashes\n\n- Open Blender\n- Right_click \n- Assign Shortcut\n- Press < on a keyboard \n- Blender crashes\n\n[system-info.txt](system-info.txt)"
] |
Flashing coloured shapes when moving vertices of curve in edit mode
Operating system: macOS Sonoma
Graphics card: M2 Pro 12 CPU/19 GPU cores
Broken: 3.5.1
Worked: 3.4.1
When moving a curve in edit mode I get flashing coloured shapes in my view port. Also when moving the viewport.
I've attached a .blend file which has just a curve in it. The project does not make a difference it happens regardless of the project. When moving a vertex on the curve in edit mode the viewport will display flashing coloured shapes around the curve. When in edit mode the coloured shapes will also flash when moving the viewport around the curve. I have attached screenshots and video recordings of the issue. | [
"Lag on moving mesh elements in edit mode with skin modifier\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0\nWorked: nothing\n\nIn edit mode if object has a skin modifier and visibility of modifier is set for edit mode, a performance drop is seen on moving mesh elements in edit mode\n\n- Open attached file\n- Switch to edit mode\n- Select all vertices and move them\n[untitled.blend](untitled.blend)",
"pixelated Artifacts displayed in 3D view port on the wire frame with 'Outline Selected' On or 'smooth wires overlay' turn on.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.42.01.221031\n\nBroken: version: 3.5.1\n\nPixelated Artifacts are displayed on the selected object's wire frame in the 3D view port, in object mode when viewed through the camera with 'Outline Selected' turned On. The grid floor also has pixelated artifacts on it's wire frame in both edit and object mode when viewed through the camera and 'smooth wires' overlay is turned on in preferences -> view port -> quality. When you rotate the view and it brakes from the camera view the artifacts disappear.\n\nIn 3D view turn on 'Outline Selected' On and or in preferences -> View port -> quality turn on 'smooth wires' overlay.\nBased on the attached .blend file (as simple as possible)\n\n",
"Split Draw curve tool in two distinct tools [properties of one mode dont make sense for other mode]\nOperating system: Win10 x64\nGraphics card: GTX 1080Ti\n\nBroken: 2.82 - 2.90\n\nDraw Curve F9 \"Error\" slider doesn't do anything if curve is set to Poly\nIn fact, none of the provided settings work\n\n\nMake a new curve\nEdit mode\nUse toolbar draw curve (Toolbar - 9)\nSwitch it's type to Poly in N - Tool - Active tool\nDraw any curve\nF9 to adjust the Error slider - no effect\nOther settings also have no effect\nSwitch mode to Bezier and the slider works",
"Evee Shading artifacts on metallic surfaces with mid roughness\nOperating system: Windows 64bit\nGraphics card: GTX 950\n\nBroken: (example: 2.81 Alpha, ad21a6c22461, 2019-09-08\n\nWhen renderign with Eevee I get ring shaped bright spots around GGX highlights.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart with a new file, delete the vertex at position 1, -1, 1\nAdd a metarial to this cube.\nset metallic to 1\nset roughness to a value between 0.2 and 0.4\n\nset the power of the pointlight to 100W\nset the radius to 0\nmove it to (0.5, -0.5, 0.5)\n\nset the background color to black\n\nview it from the top in perspective mode\nyou should see a grey ring at a corner.\n\nIn my personal experience this might be caused by an unnormalized vector in the ggx calculation.\n\n\nThe .blend file and a screenshot:\nIndirect Lighting settings dont help since there is no indirect lighting going on. As far as I can see it's a problem with the microfacet shading.\n[bug.blend](bug.blend)\n\n",
"Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n\n\n\nA sample file is attached. Thank you!\n\n",
"Wrong editor type saved in workspace\nOperating system: Win11\nGraphics card: AMD Radeon (TM) Graphics (Included Graphics)\n\nBroken: 3.5.1\nWorked: N/A.\n\nMy properties editor is glitched and keeps resetting to nonlinear animation editor.\n(When saving file and reopening)\n\nIdk how to repreduce it, but here are steps for my blender file:\n1. Switch editor type to properties editor.\n2. Save file.\n3. Close blender .\n4. Open the saved file.\n5. Properties editor switched to nonlinear animation editor.\n6. (When repeating 1-4 with all objects deleted, then its working normally without the switch at restart).\n7. Viedeo: EDgFd6MIzjM.\n\n",
"Sharp normals along base mesh wires in multires sculpting with smooth shading\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: As far as I know in 2.79 before the inclusion of OpenSubdiv\n\nThis has been a long standing issue in multires sculpting with shading artefacts in smooth shading.\nThese will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.\n\n- Create a suzanne head\n- Add a multires modifier with 4 subdivisions\n- Change the object to smooth shading\n- Enter sculpt mode and smooth on the surface of the object\n\nOn these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.\nIn this example they are very subtle but they can be extremely noticeable on very curved surfaces.\n\n\n\n\n\n",
"Using Sculpt Collision clips some of the hair curves in Rendered viewport shading\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Alpha\n\nEnabling the new Sculpt Collision, combing some hair and then switching to render mode clips parts of the hair.\n\n\n- Open attached file\n- Select CUDA device\n- Disable cage opacity property\n- Enable viewport rendering and comb curve hairs\n[Add hair curves, add some hair, activate Sclupt Collisions, comb the hair, hit render viewport shading]\n[attached .blend file (as simple as possible)]\n\n",
"Weird Tab and redraw behavior in color popup\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA TITAN V/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.27\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93 has weird Tab behavior, but not redraw artifacts\n\nTab and redraw is not happening correct for RGBA color wheel popup. Almost as if sliders from different modes are drawn on top of the active ones.\n\n\n1. blender --factory-start\n2. World buttons\n3. Click on the Color to open color wheel popup\n4. Switch to RGB\n5. Click on the first slider (R)\n6. Start hitting Tab and see what happens with the values in the sliders (takes 4 times to tab from Blue channel to Alpha)\n\nIf you type values in the sliders things gets even more confusing.",
"Eevee clamping color values when viewport rendering and using viewport HDRI\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0 Alpha\nWorked: (never)\n\nWhen doing a viewport render, color values are being clamped. In 2.92 a workaround for this was introduced - if you disable overlays, color is being processed as it should.\nHowever, if you use a viewport HDRI, even with the overlays turned off, values are still clamped.\nAs these two are often used together to get some quick snaps, it is a little inconvenient\n\n\n\n[#88288.blend](T88288.blend)\n\n- Open file\n- Switch to rendered view\n# Viewport render image\n\nColors are clamped even though overlays are disabled\n",
"Color picker undo adds step when cursor exist\nRun blender, logging undo events:\n\n```\n blender --log \"bke.undosys.*\" --log-level -1 --log-show-basename\n```\n\n\n\nClick on the object color swatch and move pointer away from the popup.\n\nEven though no changes have been made, an undo step is added.\n\n----\n\nIsn't high priority, reporting so it's not forgotten.",
"Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.",
"Multiple Smoke Flow Colors Rendering Black when Flow Behavior is set to Geometry\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83.1\nWorked: 2.81 -- N/A, newer versions use fluid settings, but the old smoke sim worked as it should\n\nBaking a smoke domain multiple smoke flow objects with flow set to \"geometry\" and each set to a color results in all of the smoke rendering black.\n\nCreate a smoke domain on any object and place two smoke flow objects inside the domain. Set the smoke color of the smoke flow objects to any color, and the flow behavior to \"geometry\" vs \"inflow\" or \"outflow\". Change the material on the domain object to a material without a surface bsdf but with a volume bsdf whose color is set to the color output of an attribute node with the Name property set to \"color\". Bake the sim and render, and you should observe that all smoke is black, as opposed to the colors set on the flow objects. This works correctly when the flow behavior is set to inflow (except on the first frame), so I'm guessing this has something to do with the initialization of the smoke.\n\n[smoke_multi_color_bug.blend](smoke_multi_color_bug.blend)",
"Dope Sheet: Keyframe Type Colors and Shape Improvements\nAfter the spring production the animation team at the blender institute had a meeting, to come up with the issues we had during the production and sharing them with the developers.\n\nOne of the issues we had, was that the \"Set Keyframe Type\", which changes the color of the keyframes, was really hard to see due to non saturated colors + size changes. When keyframes are dense, the keyframe type becomes almost impossible to see. We agreed that this feature was really useful for organizing the keyframes of a shot, but it needed improvements.\n\n### Current behaviour:\n\n{[F7785806](Set_Keyframe_Type_Visibility_UnSelected_Original_Comparison__copy_1_.png), height=55}\n\n - The size of the keyframe changes, 3 of the 5 options make the icons smaller, making them harder to find\n - The colors are not bright enough.\n - Colors of Selected/Unselected are too similar.\n\n{[F7785842](Set_Keyframe_type.mov), loop, autoplay, layout=left, float}\n\n\n- Keyframe colors become almost impossible to see when there are more keyframes nearby.\n\n---------------------------\n\nSo we came up with a proposal with three main points in mind:\n\n- The user is the one deciding the color/shape\n- Clear colors\n- Clear Shapes (so they are easy to see even for color blind people, as some of them might not be able to differentiate the colors)\n\n### Animation team proposal:\n\n{[F7785822](Set_Keyframe_Type_Visibility_UnSelected_Mock_Up_Comparison2__copy_1_.png), height=50}\n\nThis visualizing way could also propagate to the graph editor, which connects with [D5621](D5621) :\n\n{[F7785827](Graph_Editor_Key_Visibility_Blue_Selected__copy_1_.png), height=250}\n\n\n ---------------------------\n\nBut this proposal fundamentally conflicts with the new way of visualizing the handle type in the dopesheet, as that one changes the keyframe shape as well.\n\n## Current handle type icons\n\n{[F7785830](handletype-current.png), height=50}\n\nFor the animators at the studio showing the handle type in the dope sheet is not really useful, so we keep the option off, but we understand that there are other users that will find these really useful.\n\nI think it's important to understand how we use the dopesheet: \n\n- Since generally every bone has 9 different channels, and we are dealing with a lot of bones in a rig, we keep the channels collapsed in the dope sheet, using the summary or the top channel to make changes, if we want more precise control we'll jump into the Graph Editor.\n\nThe main issues we have with the handle type visualization and the interpolation type visualization are:\n\n### Spring shot file example\n\n{[F7785832](springshotexample.png), height=80}\n\n- When you have a lot of keyframes together the shape difference is so small it becomes really hard to see, becoming more confusing than helpful.\n \n### Open - Collapsed example:\n\n{[F7785835](coolapse-open.png), height=250}\n\n\nWhen the channels are collapsed, the information shown is not reliable. In the example used above, each one of the channels have different handle types and different interpolations. When collapsed there is no single type to be shown, creating misinformation. \n\n---------------------------\n\n## Conclusion:\n\nKeyframe colors are important. We propose an improvement by:\n\n - Clarifying keyframe-type colors and shapes in the dopesheet\n - Suggesting this would be useful in the graph editor too ([D5621](D5621))\n - Offer a switch between handle-type shape and keyframe-type shape (instead of the on/off switch for handle-type shape).\n```\n\n```\n*I’m not not a designer, so this is not final or beautiful design just a proposal to visualize my points. \n"
] | [
"Blue flashes editing curves.\nOperating system: macOS-14.0-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 4.0.0 Alpha\n\nWhen editing curves there appear to be blue rectangular/triangular flashes coming from the curve and to infinity.\nCreate curve and edit the points.\n\n"
] |
Addon: Add mesh extra objects. Wrong shading (showing vertices on surface with skin modifier)
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71
Broken: version: 2.93.0 Alpha
2.83.9 same issue
Blender shows vertices on surface, generated by skin modifier
{[F9687000](3871430.jpg) size=full}
[2021-02-07_09-26-03.mp4](2021-02-07_09-26-03.mp4)
Enable addon
(sometimes you need to enable x-ray)
Add single vertex
Edit mode, vertex mode
Select and extrude vertex
Add skin modifier
| [
"Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n",
"Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n",
" Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.",
"Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n",
"Vertex paint + x-ray + polygon selection mode = weird shading\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nFor me it looks like this\n\n\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)",
" Freestyle renders extra lines\n%%%--- Operating System, Graphics card ---\n1st PC: Win7 64bit & Quattro 2000\n2nd PC: Win7 64bit & Nvidia 560ti\n\n\n\n - Blender version with error, and version that worked ---\n2.68a\n\n - Short description of error ---\nFreestyle produces lines through objects as they are transparent\nI build a moving staircase and some lines of the glass roof appear \"randomly\" through the walls.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\n\nI just created objects + render. %%%",
"Wireframe modifier strange behaviour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nStrange behaviour from wireframe modifier\n\n\nTook a plane and subdivided, added a wireframe modifier, unsubdivided. Some corner vertices are pushed to the edge of scene.\n[Based on the default startup or an attached .blend file (as simple as possible)][Wireframe.BugReport.blend](Wireframe.BugReport.blend)\n\n",
"Tweaking redo values in extend vertices operator causes extended vertex to dissolve\nBroken in 2.80 (1d908bffddb4 from 2019-01-24) as well as 2.79b release\n\nTweaking redo values in extend vertices operator causes extended vertex (the one from which the operator is executed) to dissolve",
"Add modifier error message for attribute name clashes\nIf user has a UV and a vertex color groups with the same name things behave in non predictable ways.\n\nThe nodes modifier should check for this and add an error message when this happens.",
"Black Artifacts While Using Adaptive Subdivision\n{[F7718097](bug.png)}Operating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\n\nBroken: version: 2.80 (sub 75)\n\n\nBlack artifacts on edges of geometry while using adaptive subdivision. I was trying to duplicate my workflow from other 3d software. Extruding geometry from 2d curves creates extra edges on the model. And extra edges create weird shadows on displacement.\n\nImport curve from dxf file. Use extrude Object Data > Geometry. Fill mode: Both. Use subdivision and displacement.\n\n[1.blend](1.blend)\n",
"Z-fight with invisible face in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI have 2 cubes. Bigger one is set viewport display as wire. Both share the same XZ plane. In Object mode shading is fine, but if I enter in Edit mode with smaller cube artifacts are appear.\n\n[ladder_01.blend](ladder_01.blend) \n\n",
"Sculpting Has Unexpected behavior when Saving work\n**Broken**: 2.83.4, 2.90 beta 97dc370c50ed\n**Worked**: 2.82\n\n\nGlitches in the non-active mesh after sculpting the active mesh, saving, and updating the viewport.\n\n\n[Ogre.blend](Ogre.blend)\n\n* Sculpt\n* Save\n* Refresh viewport (e.g., continue sculpting)\n\nThe artifacts should be visible immediately.\n\n**Original message**\n\nWhen I am sculpting and I go to save my work, after a successful save I get weird artifacts in the mesh that I havent made edits on in sometime. And it seems to be the same mesh every time. This has happened over 5 times so i figure its just a visual bug.\n\nGet 2 seperate meshes ready to sculpt, then sculpt on one and save your work. This is all i did to see the bug arise.\n\n\n",
"Bevel improvements for \"Correct Face Attributes\"\n@mano-wii recently made a new commit {4387aff99e01} for adjusting uv's during mesh transformation. After discussing with him and @ideasman42 I was asked to add a new task with suggestion for improvement to the bevel operator so that it works well with **correct face attributes** like mesh transform does. \n\n---\n**Relevant links**\n\n#78671 (Improvements to \"Correct Face Attributes\")\n\n---\n\nSettings for **correct face attributes** can be found in the top right corner of the 3d viewport.\n \n\n\n**Bevel - bevel edge(s) currently does not work with **Correct face attributes****\n\n[bevel does not correct uv.mp4](bevel_does_not_correct_uv.mp4)\n\n**Suggested behavior for bevel**\nStep 1 - selection\n\n\nStep 2 - bevel\nCreated face inherits uv coordinate from one face and then uv coordinates are corrected. UV overlap are expected in a lot of cases.\n\n",
"Alembic doesn't import vertex colors for meshes made of only vertices\nOperating system: Linux-5.15.0-76-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.125.06\n\nBroken: Version: 3.6.0\nWorked: Never.\n\nWhen importing Alembic caches, vertex colors are only imported correctly when the imported geometry is made of faces.\nWhen the geometry is only vertices, no vertex colors are imported. (ex. point clouds)\n\nI suspect this has to do with vertex colors encoded as a point attribute instead of a face corner attribute.\nI've checked both provided alembic files in other software to make sure they're not the issue and they work fine everywhere else.\n\n1. Import mesh.abc.\n2. Vertex colors are read correctly and are stored and accessible as a Face Corner attribute.\n3. Import `points.abc`.\n4. Vertex colors aren't read at all, expected behavior is that they're stored stored as a Vertex attribute.\n",
"New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n"
] | [
"Vertex dots on skin modifier mesh\nOperating system: Linux-5.4.0-67-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 2.93.0 Alpha\nBroken: 2.82\nWorked: 2.81a\n\nThis is a bug I noticed for a long time but only now found out how to reliably reproduce. \nIf you create a new object consisting of 1 vertex with a skin modifier and subdiv modifier already on it and go into edit mode, it will show little black dots on each vertex that are created from the modifiers.\n\n\n\nThis can be fixed by extruding more points and going out and back into edit mode.\n\n- On the default cube, add a skin & a subdiv modfiier\n- Go into edit mode and duplicate one of the vertices, \n- Then split the vert into its own object (P)\n- Go into edit mode on that new object\n- Now you should see the dots on each vertex that is created from the modifiers\n\n",
"Adding Skin to Single Vert in editmode object causes black vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.82a\nWorked: 2.81a\n\nWhen adding the Single Vertex object from the 'Add Mesh: Extra Objects' add-on, adding a Skin modifier in Edit Mode causes the mesh to display harsh black vertices, visually cluttering the mesh display. This becomes worse when you add a Subdivision modifier and activate X-Ray mode for easier working with the Skin modifier.\n\nOnce you switch from Edit Mode to Object Mode, then switch back to Edit Mode, the vertex display issue is gone. Toggling to Object Mode and back is always necessary, causing inconvenience.\n\nNote that right after creating the single vertex, the solution of switching to Object Mode and then returning to Edit Mode doesn't make a difference in the display issue. The mode switch trick only works once you've extruded a vertex.\n\n- Start Blender and delete all objects for clarity.\n- Activate the 'Add Mesh: Extra Objects' add-on in the Preferences.\n- Press Shift + A ➔ Mesh ➔ Single Vert ➔ Add Single Vert.\n- Press '1' for vertex mode, and press 'E' to extrude the vertex.\n- Without exiting Edit Mode, add a Skin modifier and a Subdivision modifier.\n- Press Alt + Z to activate X-Ray display mode. More and more black vertices become visible, causing visual clutter.\n- Switch from Edit Mode to Object Mode, then switch back to Edit Mode. The black vertices will be gone, and mesh display is as it should be."
] |
Face Selection bug in Vertex, Weight and Texture Paint mode with Subdivision modifier
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19
Broken: version: 2.83 (sub 13)
Worked: 2.82
Subdivision modifier breaks face selection in Vertex and Weight Paint mode (faces snap to the left bottom corner of the viewport). The vertex selection works fine.
In Texture Paint mode you can paint on the selected faces but the selection itself is not visible.
{[F8463904](BlenderGlitch1.gif), size=full}
**1.** Create a Suzanne
**2.** Add Subdivision modifier
**3.** Go in Vertex Paint
**4.** Enable Paint Mask
**5.** Select a Face (Shift + Click) or all Faces (A)
**6.** :(
[VisualBug.blend](VisualBug.blend)
Thanks :)
| [
"Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n\n\nIf you hide the middle face...\n\n\n...and then Subdivide the two remaining faces...\n\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?",
"UV editor and 3d viewport selection sync per default\nIt would be very beneficial to have corresponding mesh component selection between the **UV editor** and the **3D viewport**. This would enable users to quickly identify which mesh components that they are working on. This design should not simply be implemented by setting \"sync selection\" as per default, since there are some drawbacks in the UV Editor with that mode such as\n- Select linked does not work with vertices and edges\n- Moving faces \"rips\" them from uv islands\n- Uv island selection mode is not available\n\nThis issue is addressed here as well : [BDcbbc/ ]()\n\nTask updated 2022-09-10 due to comments from Campbell\n---\nCampbelll expressed concerns about overhead 3D-viewport selection having to be aware of UV connectivity+selection. If it helps we could make sure selection sync to is an option so that selecting elements of high res meshes does not become slow.\n\n---\nAdded notes based on comments from Campbell (see comment May 4 2022,)\n\n\n- Show all visible geometry in the UV window\n- Selection actions in the UV editor would flush changes to the 3D-view. (where any selected UV would cause it's vertex to be selected)\n- De-selection actions in the 3D-view would flush changes to the UV-editor (where any fully de-selected vertex would have all it's UV's de-selected)\n- Selection actions in the 3D-view would be unable to pick a face corner (select vertex-group for e.g.) and select all the vertices UV's\n- When switching uv layers the uv selection is kept\n- Picking individual vertices/faces/edges can be supported. Individual vertices/faces/edges should be selected in the 3d view just as in the current state of blender. In the the UV editor, individual face corners can be selected. If the selected face corner(s) shares the same position as another face corner - all of the face corners that share location with the uv face corner selection will be selected in the uv editor. This selection will then be flushed to the 3d view, where any vertex that is connected to the selected face corner(s) will be selected\n- box/lasso-selection for e.g. that includes whole faces might reasonably be pick the UV's that are part of the newly selected faces. If a lasso tool selects multiple faces in the uv editor, any face corner that shares the same location with the selected face(s) face corner(s) will be selected. The selection will then be flushed to the 3d view as described above.\n\n\n---\nAdded notes after meeting with Julien 2023-07-14 \n\nWhen a face is selected in the uv editor and component selection type is changed to face corners, only the face corners should be selected - not the vertices. Changing from face selection to vertex selection in the 3d view would select all of the face corners connected to the same vertices.\n\nThe component selection types in the uv editor should be \n- face corner (\"vertex\" as it is currently called in the uv editor)\n- edge\n- face\n- island\n\n---\n\n\n||\n| -- |\n|Make sure UV is visible in edit mode even if vertices/edges/faces are not selected|\n\n||\n| -- |\n| Faces in the 3d view is selected based on the current selection in the UV editor and vice versa. This makes it easy for the user to understand which parts of the mesh she/he is working on|\n\n||\n| -- |\n|If faces needs to be hidden in the UV editor (in the case of overlapping UV’s etc), the user can simply hide the UV’s and the faces|\n---\n\n||\n| -- |\n|Desired result when selecting one vertex in the **3D VIEWPORT** - Note that the vertex is placed on a UV seam|\n\n||\n| -- |\n|Desired result when selecting one vertex in the **UV EDITOR**|",
"Intersect Selection in edit mode\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIntersect existing Selection apply just to what in the viewport frame \nI can t reproduce it with an exact steps\nopen the linked file and select some vertexes with Select Box and with Intersect Mode\nthe intersection apply just to the vertexes shown in the viewport frame \nsame problem in 2.83 - 3.1 - 3.2\n[bug.blend](bug.blend)",
"Solidify modifier flips faces not in vertex group\nOperating system: Linux-5.4.0-131-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.3.0\n\nSolidify modifier flips faces not in vertex group\n\n- create a cube\n- add detail faces to the cube for the solidify modifier and flip them so they solidify outwards, add this detail faces to a vertex group\n- add solidify modifier and use the vertex group\n\n- > the faces not in the vertex group are effected too\n\nWorkaround:\nSet a minimal value to vertex group factor\n\n\n\n[solidify_face_flip_bug.blend](solidify_face_flip_bug.blend)",
"Split up pose mode keymap to avoid weight-paint conflicts\nCurrently the \"Pose\" keymap us used in combination w/ weight paint.\n\nThis means we can't add key bindings for animation that conflict with weight painting for eg. F-Key. See: #63667 (Keymap: Weight Painting using the Pose Mode keymap)\n\n----\n\nProposal:\n\n- \"Pose Generic\" for basic selection operations.\n- \"Pose\" for more advanced animation actions.\n\n\"Pose Generic\" would co-exist with weight paint mode when weight painting is mixed with pose mode.",
"Modifiers disabled in viewport are not rendered if the object is in edit mode\nVersion 2.83\n\n\n - Open: [medieval_house_lights_camera.blend](medieval_house_lights_camera.blend)\n - Render with the object in edit mode and then in object mode.\nScene in object mode\n\nRender:\n\n\nScene in edit mode:\n\nRender:\n",
"Erase Alpha in vertex paint not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: latest 2.7 nightly build date 2019/06/27\n\nErase Alpha not showing in viewport.\n\ngo to vertex paint set mode to erase alpha and when painting nothing happens.\nalso found no ways to use the alpha data.\n\nVertex Alpha painting are needed for asset creation on some game engines like creation engine.\n",
"Orbit around selection not working with modifers in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n\nWhen \"orbit around selection\" is turned on in the preferences the viewport usually rotates around the selected object - for example a selected vertex.\nIf the objects geometry is influenced by a modifier, though, the viewport does not rotate around the modifieds position of the vertex but still around the original position of the vertex. This can be very limiting, esspecially when using heavily deformed meshes which is often the case when using lattices.\n\n1. Preferences -> Navigation -> check \"Orbit Around Selection\"\n2. create Cube\n3. put simple Deform Modifier on Object\n4. In the modifier next to the Camera and Viewport Display icons press the \"Edit Mode\" icon and the \"On Cage\" icons. (see image)\n5. Select a single vertex of the Cube and rotate the viewport\n6. The viewport does not rotate around the vertex.\n\n\n\n\n",
"GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that",
"Backface culling setting applies in Material Preview shading and affects selectability\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 3)\nBroken: version: 2.83 (sub 17)\nWorked only if face orientation on in 2.82a release\n\nBackface culling setting applies in Material Preview shading and affects selectability.\nExpected: if it is visible and selectable, I should be able to select it.\n[2020-05-26_00-02-02.mp4](2020-05-26_00-02-02.mp4)\n\n**Steps to reproduce**\n[nonselectable.blend](nonselectable.blend)\n\n- Open file\n- Try to select octagon",
"Using Ctrl to select bones in weight paint mode with Xray on is broken with left click select\nOperating system: Gentoo Linux\nGraphics card: AMD 5700xt\n\nBroken: 2.90 master, 2020-05-25\n\nWhen using X-ray in weight paint mode, you can no longer select bones with left click select (the right click select keymap works)\n[weightpaint.mp4](weightpaint.mp4)\n[test_gradation_T01_01.blend](test_gradation_T01_01.blend)\n\n1. Open the attached file.\n2. Go to the \"viewport shading\" drop down menu and activate X-ray with something less than 100%\n3. Try to select any bones with ctrl + left mouse\n4. Notice that you can't select any bones with X-ray on.\n\nI noticed that this is caused by a \"Select\" key binding in weight paint mode. This binding only exists in the left click select key map.\nIf I remove this binding, I can select in xray mode again. This doesn't seem to remove any functionality, so I am a bit confused why this binding exists here at all.\n",
"Weight paint: front face falloff checkbox looks inactive (dimmed)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\nBroken in 2.93.7 too\n\nFront face falloff checkbox Looks dimmed, but it is active\n\n\nAlso in the n-panel there is correct variant. And another one incorrect.\n\n\n[2021-12-19_04-11-58.mp4](2021-12-19_04-11-58.mp4)\n",
"UV: Mesh won't Unwrap at all\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nWhat is happening is that when i unwrap my mesh nothing happen, even if i isolated one face and tried to unwrap it wont work, also even faces you extruded from the faulty face won't unwrap, but adding a new plane from the add menu inside the same mesh unwraps normally, even if i connected the plane to the faulty face.\n\n1. Create a plane.\n2. Give one edge a Mean Bevel Weight from the side bar.\n3. Give the plane a Bevel Modifier and the Limit Method set to Weight (visually nothing will change since its just a plane but the error will still reproduce).\n4. Apply the Modifier and Unwrap the plane. (normally the plane comes unwrapped by default, try changing the UVs out of bounds or scale them down just so you can notice the change ).\n\nThanks you blender developers.",
"OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n",
"Texture painting with mirroring and viewport clipping does not mirror\nOperating system: Linux-5.8.4-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: never, 2.79 also did not do this\n\nTexture painting with mirroring and viewport clipping does not mirror\n\n[texturepaint_mirror_clipping.blend](texturepaint_mirror_clipping.blend)\n- Open .blend\n- Do a stroke on the right side --> updates on the left as well because x-mirroring is turned ON\n- (Undo)\n- {key Alt B} a clipping region in the viewport\n- Do a stroke again on the right side --> updates on the right side\n- {key Alt B} to clear the clipping region in the viewport, see no updates have taken place on the clipped left side\n\nExpected: stroke should update the clipped area as well [as we do for vertexpaint, weightpaint and sculpting], everything else would be inconsistent\n\n"
] | [
"Paint Mask Selection wireframe is broken when the mesh is subdivided by either `Subdivision` or `Multires` modifiers\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.83 (sub 13)\n\nPaint Mask Selection wireframe is broken when the mesh is subdivided by either `Subdivision` or `Multires` modifiers:\n\n\n\n\n\n[#75567.blend](T75567.blend)\n- Open file\n- inspect broken Paint mask selection wireframe\n- goes away if modifier (subd or multires) is disabled\n\n\nOriginal report:\n\n\nWhen I opened up one of my files that I wanted to vertex paint, I noticed some really serious rendering artefacts that prevented me from seeing and painting the vertices. Here are images showing the issue. MultiRes/SubSurf and no modifiers create rendering problems on this model, but strangely enough I don't have these problems on every sculpt. I don't know yet the true cause of these bugs.\n \n\nHere is a file with a piece of the model I had a problem with. Tried making it as small as possible.\n\n[Broken Vertex Painting.blend](Broken_Vertex_Painting.blend)\n\nTo start finding the problem you first need to go into Vertex Paint Mode. The mesh should be all white with wireframes showing despite the option being toggled off in Viewport Overlays. Toggle Viewport Overlays settings on and off and try to change the settings and nothing works except when you disable Viewport Overlays completely.\n\nIf you start painting on the model (i.e. black) the paint will not appear on the model. If you enable MultiRes in the modifier window you will notice the broken rendering of the vertex paint with dark lines drawn all across the model."
] |
Rotate with touchpad gesture not working like mouse
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94
Broken: version: 3.3.1
The new touchpad rotation doesn't work like mouse.
Not sure if this should be considered a bug or a request feature, but if I use the mouse with auto depth and perspective and without rotating around selected object, I can middle mouse drag and the rotation point is FIXED around the initial point, until relase. While, if I use the touchpad, it tries to calculate the point around which you should rotate all the time, so if an object pases in front of that point, you rotate around it instead.
When you see the blue circle in the gif, I'm using the mouse, when you see nothing, that's the touchpad.
 | [
"Autoscroll not working in lists that can be text searched (template_ID), works in others (e.g. template_node_view)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.4.0\n\nUnlike other similar places in Blender, the Scenes list does not autoscroll when hovering the mouse over one of the direction triangle icons.\n\n\n\n\n",
"GP transparent layer doesn't blend with background object \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nI have a foreground grease pencil object, and a background grease pencil object (yellow blob).\nThe foreground object contains a layer set to 0 opacity.\nWhere this layer overlaps the background object in the viewport, the background object is invisible.\nExpected behaviour: the visibility of the background grease pencil object isn't affected by transparent layers in a foreground object.\n\n\n\n\n\n[#89286.blend](T89286.blend)\n\nForeground object \"makes hole\" in background, doesn't blend. Rotate viewport camera, suddenly it blends correctly.\nWhen foreground location is set to 0,0,0 it blends correctly too.",
"Incorrect rotation using driver or constraint\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n2.79, 2.80, 2.81, 2.82, 2.83\n\n\nBone \"target\" is animated on y-axis.\n\"Target\" turned close to gimbal lock gives the wrong result for Transformation constraint, Copy Rotation constraint, Driver.\nUsing the driver, you can see how the radian (degrees) value jumps and does not match the value of the target object.\nOnly using the driver via copy data path creates the correct result.\n\n[rotation.blend](rotation.blend)\n\n[rotation_.mp4](rotation_.mp4)\n",
"Button flickering when scrolling popovers using the trackpad\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.6.1\nWorked: never\n\n\nButtons flicker when scrolling popovers using the trackpad. See the attached video.\n\nThe fix seems to be pretty straightforward:\nD13437\n\n\n- Reduce the size of Blender window\n- Properties editor > Camera > \"Camera Presets\" menu\n- Scroll this popover with the trackpad\n\n",
"Shape keys for surface not working - no active option\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17\n\nBroken: version: 3.5.0\nBroken: version: 3.6.0\nWorked: don't know any version where this working, but last time no option for use this doing hard work\n\nShape keys for surface not working - no active option. \n\nThis not working like expected as typical object have verts. See screen.\n\n",
"Viewport view resets after navigating within the Camera view\nOperating system: Pop!_Os 20.04\nGraphics card: Nvidia GTX 1080ti\n\nBroken: 3.0 Beta, 7a5b8cb20284, master, 2021-11- 05, 2.83, 2.79... etc\nWorked: Has never worked\n\nWhen navigating in camera view, if the user goes back to Viewport view it will reset the Viewport back to the world origin\n\n- New File\n- Add Camera\n- Navigate anywhere in Viewport view\n- Go into Camera view\n- Navigate again inside Camera view (use walk navigation)\n- Go back into Viewport view\n- Viewport will reset back to world origin\n\nNOTE: this only happens if you navigate inside the camera, if you go back to Viewport view using the middle mouse button it wont happen\n\n| Blender 3.0 | 2.83.16 | 2.79 |\n| -- | -- | -- |\n| [Peek 2021-11-07 04-54.mp4](Peek_2021-11-07_04-54.mp4) | [Peek 2021-11-07 05-05.mp4](Peek_2021-11-07_05-05.mp4) | [Peek 2021-11-07 05-09.mp4](Peek_2021-11-07_05-09.mp4) |\n",
"Horizontal mouse wheel support for MS-Windows\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nLogitech MX Master 3 horizontal scrollwheel button works in mac os x, but not in windows 10 although both have the same settings in Preferences in Blender and Logitech Options App.\n\n\nSTEPS TO REPRODUCE ISSUE:\n\n1. Rez object, select it and orbit around it in Mac OS High Sierra and Blender 2.81 using MX Master 3.\n2. Do the same, but in Windows 10.\n\nBased on the default startup:\nA. Performance in Mac OS is the expected: when using the horizontal scrollwheel button (thumb button mouse) orbits. Works in a similar way than when Orbit with the Magic Mouse.\n\nB. In Windows 10 the thumb button doesn't work, even when the settings are the same in both computers for Blender and the mouse. \n\nWhy this happens and how can I get to make the thumb button to work in Blender for Windows?\n\n\n\n\n",
"Sculpt: Grid overlay for Grab active point do not work.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nThis seems to be issue only with Nvidia GPUs on windows.\n\nBroken: version: 3.0.0 Alpha\n\n\nGrid overlay for Grab active point do not work.\n[2021-07-18_18-56-46.mp4](2021-07-18_18-56-46.mp4)\n\n\n**Steps to reproduce**\n[#89942.blend](T89942.blend)\n\n- Open file\n- Check if wireframe overlay is drawn under cursor\n\nWhat fixes this is to have any transform gizmo visible while using brush, then it works until Blender is restarted.\n\n\nFrom #92703:\n\n> This was proposed on the blenderartists thread, I have no idea if it works or if it could broke the preview on the AMD cards\n>  \n> If you know how to compile you can fix it by erasing ! from the line 1157 : if (!depth_test) {\n> to read like so: if (depth_test) {\n\n\n",
"Grease Pencil: Radius property misses blue slider background to visualize the percentage between soft min and max\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.81\n\nBroken: 2.80 -> 2.92.0 Alpha\nWorked: I believe it's been like this since initial GPencil implementation\n\nIn the GPencil editor the slider number button for \"Radius\" located in the topbar does not draw a percentage fill as is done in other editors such as Vertex Paint, Sculpt, Texture Paint and Weight Paint. \n\nStart blender with default settings\nAdd->Grease Pencil ->Blank\nSelect the Grease Pencil Object if not already selected\nSwitch from Object mode to Draw mode\nNote that the \"Radius\" topbar slider does not contain a fill color as does the \"Strength\" topbar slider \n\n[GreasePencilRadiusSliders.mov](GreasePencilRadiusSliders.mov)\n\nI've created [D9948](D9948) as a potential fix",
"Skewed Rotation Bug - Using snap invert with align rotation on skews the rotation of the Mesh\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\nBroken: version: 3.1.2\n\nWith align rotation enabled from the snapping menu, snapping an object to another using *snap invert (pressing the ctrl button)* works normally until you move your cursor before clicking ctrl to snap. In other words, moving your mouse cursor and snapping skews the rotation for the next time you try to snap again. In the steps below, I'll be snapping to *face* with *median* selected, but the bug is also there with *edge mode*, and even *center* and *active*.\n\n* From the snapping menu, select *Face mode*, and choose to snap with the *median*, and only turn on *align rotation.* Do not turn on *snap during transform (the magnet)*, we will use *ctrl* to snap onto the mesh using *snap invert.*\n* Do not delete the default cube. Instead, create a cylinder, and move it away from the cube, and scale it down. We will be snapping the cylinder onto one of the cube's faces to demonstrate this bug, so you can enter side view if you'd like.\n* Click the cylinder, and enter *edit mode.* Press 'A' to select all vertices. Click 'G' to enter Transform mode, and try not to move your cursor.\n* Click ctrl to snap the cylinder onto the cube using *snap invert*. Next, click the RMB to cancel the transformation.\n* Click 'G' to enter Transform mode again. Next, move your cursor a notable distance to the side of the cube's face. Click ctrl to snap the cylinder onto the cube's face. Again, click the RMB to cancel the transformation.\n* Finally, click 'G' again, and click ctrl to snap the cylinder onto the cube's face, and notice that the rotation has been skewed.\n* (Bonus info, not needed) To return to your original snap rotation, you have to cancel the transformation and enter it again to snap, even multiple times. \n\n1) Here's a screenshot of the skewed rotation\n\n\n2) Since this is a bit more difficult to reproduce, I have provided a video on how to exactly reproduce this bug: [Video](xw4vYG9MOIA)\n\n3) Finally, here's the blend file:\n[Skewed_rotation_bug.blend](Skewed_rotation_bug.blend)\n\nP.S. I would also appreciate it if you can mention how align rotation works in edit mode.\n\nThank you so much for you work. Very much appreciated!!",
"Small improvements to 3D View Transform Manipulators\nAs per feedback from the Spring team, we would like to make some smaller improvements to the 3D View transform manipulators:\n\n\n - Increase the treshold for hiding the planar transform widgets, so that users don't accidentally drag the plane when they meant to drag the arrow\n - Increase arrow click threshold. Currently it's very unforgiving. Even if you click outside the arrow by one pixel, it doesn't register as an arrow click. Give it a few more pixels all the way around.\n - Separate the view-aligned rotation handle from the X, Y and Z rotation handles, so that users don't accidentally click the wrong one. We can make the view-aligned handle offset, like it was in 2.79\n",
"Grease Pencil drawing only show up when pen is lifted from tablet\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800S ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.30 30.0.14064.30001\n\nBroken: version: 3.6.1\n\n\nGrease Pencil is not the same as before. When I press down to draw something with the pen, it won't show up- until after I lift my pen up from the tablet and then it shows what I drew. This is bad because I can't draw if I can't see what mark I made. It only shows up after and ruins the workflow.\n\n\nI open up Blender, the updated version: 3.6.1. I click: 2d animation to start. Then I click pen as my grease pencil drawing tool. I draw something on the canvas. I press down to draw a shape. Nothing shows up as I press down on the canvas. I lift my pen off the tablet and then I see what I 'drew'. A horrible squiggle line because I cannot see what I'm drawing as I'm drawing. I did not have this problem with the past version of blender that I had: Blender 3.3.1. \n\n~Karina\n\n",
"weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n",
"Geometry Nodes/Curve to Mesh: BLI_ASSERT_UNIT_V3 failure for curve normals in `math_rotation.cc#rotate_direction_around_axis` when using Minimum Twist \nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.5.0 Alpha, branch: master, commit date: 2022-12-14, hash: `rBUnknown`\nWorked:?\n\nWhile debugging and testing changes in `curve_to_mesh_convert.cc`, I came across a `BLI_ASSERT_UNIT_V3` failure for curve normals in `math_rotation.cc#rotate_direction_around_axis`.\n\n```\nRead blend: /tmp/rotate_direction_around_axis_normalize_bug.blend\nBLI_assert failed: source/blender/blenlib/intern/math_rotation.cc:16, rotate_direction_around_axis(), at '!(fabsf(_test_unit - 1.0f) >= 0.0002f) || !(fabsf(_test_unit) >= 0.0002f)'\nAbort trap: 6\n```\n\n`rotate_direction_around_axis` is called from `CurvesGeometry::evaluated_normals()... curves::poly::calculate_normals_minimum()` when using `Minimum Twist` (no assert failure in `Z-up` mode). No apparent negative effect when tested with non debug release. It seems to be due to the fact that `curve_geometry.cc#rotate_direction_around_axis()` does not normalize its returned value. It happens on a fairly big curve with ~200k control points that I created to test curve_to_mesh performance. \n\nFull backtrace:\n[rotate_direction_around_axis_normal_assertion_failure.txt](rotate_direction_around_axis_normal_assertion_failure.txt)\n\n**How to reproduce:**\nStart Blender (compiled in debug mode) from command line to see standard output, open the test file and switch the Set Curve Normal to \"Minimum Twist\". `BLI_assert` message should appear on the standard output.\n\ntest file:\n[rotate_direction_around_axis_normalize_bug.blend](rotate_direction_around_axis_normalize_bug.blend)\n\n**Suggested change:**\n\nNormalize the result of `rotate_direction_around_axis`:\n\n```\nlang=diff\ndiff --git a/source/blender/blenlib/intern/math_rotation.cc b/source/blender/blenlib/intern/math_rotation.cc\nindex 454862c8d18..92eb7832eb8 100644\n--- a/source/blender/blenlib/intern/math_rotation.cc\n+++ b/source/blender/blenlib/intern/math_rotation.cc\n@@ -20,7 +20,7 @@ float3 rotate_direction_around_axis(const float3 &direction, const float3 &axis,\n const float3 diff = direction - axis_scaled;\n const float3 cross = math::cross(axis, diff);\n \n- return axis_scaled + diff * std::cos(angle) + cross * std::sin(angle);\n+ return math::normalize(axis_scaled + diff * std::cos(angle) + cross * std::sin(angle));\n }\n \n float3 rotate_around_axis(const float3 &vector,\n```\n",
"Back side of rotate gizmo appears when approaching small object\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.1\nWorked: 3.4.1\n\nWhen approaching a small size object, the back side of the Rotate gizmo is displayed.\nThis happens not only in Perspective view, but also in Orthographic view and Camera view.\nThis did not occur in Blender 3.4.1.\n\n\n1. Add a Cube of Size 0.02m\n2. Press \"Numpad .\" to approach Cube\n3. Show Rotate Gizmo\n\n"
] | [
"Touchpad gestures changing pivot point of rotation/zooming\nOperating system: Debian Testing\nGraphics card: RTX 3050 Ti\n\nBroken: 3.4\n\nI use \"zoom to mouse position\" option + auto depth. New wayland touchpad gestures works not quite right with this option. If original pivot point is not visible while rotating, it switches to closer object, which is very annoying while working in a tight space. This video shows current and expected behaviour.\n\n[0001-1166.mp4](0001-1166.mp4)\n\n1. Open Blender under Wayland\n2. Build 2 cubes (or even 1 objects containing 2 cubes)\n3. Enable \"auto depth\" and \"zoom to mouse position\"\n4. Move around with 2 finger touchpad gestures around one cube, and when camera intersects second cube, second cube becomes new pivot point."
] |
to spere function update not working corect
see video of my instructor for clear understanding of this issu:
[bug to spere video frome my instructor](watch?v=pvhBpnGnH2U&feature=youtu.be)
this is a update of the task wat was closed i dont have mutch time sorry:
orginal bug report was closed
[was the orginal bug report](T62151) | [
"3D cursor sometimes can't do absolute grid snap\nOperating system: windows 10 v2004\nGraphics card: GTX 970\n\nBroken: 2.83.5\nWorked: none\n\n3D cursor sometimes can't do absolute grid snap.\nHere is the link of the bug capture. \n[Bug capture on YouTube](QzOqgiRM97c)\n\n\n\nDon't know how to reproduce from scratch, but many of my blender files has the same problem.\n[base.blend](base.blend)",
"Toggle to Edit Mode call error when the Blender use linked a object data from another file\nOperating system: Linux 5.10.2\nGraphics card: Intel Haswel (4-th Gen ) HD Graphics 4600\n\nBroken: 2.92\n\n\nToggle to Edit Mode call error when the Blender use linked a object data from another file\n\n\n1) Create any object in a scene and save this file \n2) Create a new blend file and link the object from previous saved a file with `File` → `Link..` and then select this object.\n3) Then convert linked object to local object with `Object` → `Relations` → `Make Local...` → `Selected Objects`\n4) Select the object and press Tab that go to Edit Mode. \n5) Error - Unable to execute 'Toggle Editmode', error changing modes\n\nor download both files and then open linked.blend:\n\n[source.blend](source.blend)\n[linked.blend](linked.blend)\n\n",
"Live unwrap interaction changes unwrapping and ignores pinned vertices\nBroken: 2.79 - 2.83 (sub 10), commit date: 2020-03-19 13:43, hash: `42012493a8`\nWorked: Never\n\nGrabbing and moving one of the pinned vertices seems to kind of reset the unwrap, even ignoring the pinned vertices.\nShort video demonstration:\neesv3\n\n- Unwrapped parts of an object.\n- Pinned some vertices in UV editor\n- enabled live unwrapping.\n\nor\n\n- Open this file: [LiveUnwrapPinFail.blend](LiveUnwrapPinFail.blend)\n- Go to edit mode\n- Move pinned vertices.\n\n\nIn some cases it also just doesn't do anything at all:\nignig\nHere is a file showing this other problem:\n[LiveUnwrapCube.blend](LiveUnwrapCube.blend)",
"Handler save_pre doesn't get called for session recovery save\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.12\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe Python handler `save_pre` does not get executed when Blender saves the session recovery file on exit. When add-on's are actively using this handler, they are very likely generating or finalizing data that will be saved along with the file. Skipping over this event while such add-ons are active is likely to cause data loss or strange bugs that will be difficult to track down.\n\nWrite a simple script that prints something to the console when `save_pre` is called, then exit Blender with it active. You can launch Blender from a console window to keep the window open after it exits.\n\n[#71506.blend](T71506.blend)",
"Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n",
"Most sculpt tools do not work while model is animated\nLinux 64-bit\n2.93.2\nMost sculpt tools do not work as expected when the object is spinning like it's on a pottery wheel. Some tools like the clay tool work okay, but other tools like smooth and scrape do not. I think it has to do with the stroke method; the stroke accounts for screen space but not the local transform of the object if it's moving during a stroke. Video of my attempt here:\n[pottery.mp4](pottery.mp4)\nI made this as a joke and it looks like garbage, but unfortunately it went viral and everybody thinks it's a great idea so now more people are gonna try it and complain that it doesn't work. It's a valid workflow that you have to account for now apparently. I'm really sorry.\n - Open the attached file\n - Play the animation\n # Try to sculpt the thing while it spins\n[bowl.blend](bowl.blend)\n",
"Keymapping does not update for the python api after hotkey is changed in settings\nOperating system: Linux-6.1.19-gentoo-x86_64-x86_64-Intel-R-_Core-TM-_i5-6300HQ_CPU_@_2.30GHz-with-glibc2.36 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 530 (SKL GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: Didn't work at least since version 3.3 and last tested with 3.5.1 (sorry in gentoo Blender doesn't seem to have precise git info)\n\nThe following python code:\n```python\nimport bpy\n\ndef check_hotkey(category, keymap_name):\n kc = bpy.context.window_manager.keyconfigs.active\n keymap = kc.keymaps[category].keymap_items[keymap_name]\n\n print(keymap.to_string())\n\ncheck_hotkey(\"Window\", \"wm.open_mainfile\")\n```\nprints `Ctrl O` But, if the `wm.open_mainfile` keymap changes, and then when the script is run again, it does not detect that the keymap changed.\n\n1. Run the script above, it will print the keymapping\n2. change the `wm.open_mainfile` to anything\n3. The script will print the exact same keymapping from the step 1, instead of new \n\n\nTested with default Blender scene.\n\n",
"Continuous Grab doesn't work with tablet on Linux\nOperating system: Manjaro Linux\nGraphics card: Nvidia GeForce GTX 750 Ti\n\nBroken: 2.92 and 2.93\nWorked: 2.93 on Windows\n\nContinuous grab function doesn't work with a tablet\n\nHave a tablet set to Relative Mode (Mouse mode). Select the cube. Press G and move the cursor to the edge of the screen. On linux with a tablet the cursor and the cube will stop at the edge of the screen but with a mouse (and with a tablet on Windows) you can keep moving them. Same thing happens when scrolling the menus with the middle mouse click (for example in outliner)\nPlease watch the video. I demonstrate the issue in the 3D viewport, as well as in the blender preferences menu\n[2021-06-20 12-55-33.mp4](2021-06-20_12-55-33.mp4)",
"Sorted Collection info Instance - update problem\nAs showed in the gif, there's an update problem in the spreadsheet, somehow the name get updated when an user change the name in the outliner, but the order stay the same, sending another update signal (refresh the collection picker or edit mode toggle) is needed to refresh the order. \n\n\n\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\n",
"Assert with Array() in master\nDebian stable. Git build from master today (I think 2ee6891)\n\n(Can't re-save the attached file with compression because....)\n\nReproduce:\n1. Load this blend :)\n\n[fff.blend](fff.blend)\n\n\n```\n#2 0x000000001206d923 in _BLI_assert_abort ()\n at .../blender-git/blender/source/blender/blenlib/intern/BLI_assert.c:46\n#3 0x0000000004e27bfe in blender::Array<int, 32l, blender::GuardedAllocator>::operator[] (this=0x7fffffffbfd0, index=-1)\n at .../blender-git/blender/source/blender/blenlib/BLI_array.hh:197\n#4 0x0000000004e2669e in mesh_render_data_polys_sorted_build (mr=0x7fffe747f308, \n cache=0x7fffdc48b808)\n at .../blender-git/blender/source/blender/draw/intern/draw_cache_extract_mesh_render_data.cc:235\n#5 0x0000000004e25b43 in mesh_render_data_polys_sorted_ensure (mr=0x7fffe747f308, \n cache=0x7fffdc48b808)\n at .../blender-git/blender/source/blender/draw/intern/draw_cache_extract_mesh_render_data.cc:194\n#6 0x0000000004e25aab in mesh_render_data_update_polys_sorted (mr=0x7fffe747f308, \n cache=0x7fffdc48b808, \n data_flag=(MR_DATA_LOOP_NOR | MR_DATA_LOOPTRI | MR_DATA_POLYS_SORTED))\n at .../blender-git/blender/source/blender/draw/intern/draw_cache_extract_mesh_render_data.cc:177\n#7 0x0000000004e1ff02 in blender::draw::mesh_extract_render_data_node_exec(void * __restrict__) (task_data=0x7fffe68d5920)\n at .../blender-git/blender/source/blender/draw/intern/draw_cache_extract_mesh.cc:528\n#8 0x00000000122049f6 in TaskNode::run (this=0x7fffe5f61ec0, UNUSED_input=...)\n at .../blender-git/blender/source/blender/blenlib/intern/task_graph.cc:80\n#9 0x0000000012204895 in TaskNode::TaskNode(TaskGraph*, void (*)(void*), void*, void (*)(void*))::{lambda(tbb::flow::interface11::continue_msg)#1}::operator()(tbb::flow::interface11::continue_msg) const (__closure=0x7fffe5e8ed58, input=...)\n at .../blender-git/blender/source/blender/blenlib/intern/task_graph.cc:56\n```",
"Socket.enabled does not call update methods\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.93.0\n\n`Socket.enabled = False` make the socket to be sort of hidden with connected link. I assume that the logic here is close to `link.is_muted = True`. But unlike changes of `is_muted` attribute changes of `enabled` attribute does no trigger calling update method of a tree. And it does not change the `is_linked` status of the socket from opposite side.\nSo I think there are two bugs here.\n1. Whenever `enabled` attribute is changed the update method of a tree should be called. This will indicate that topology of the tree was changed.\n2. Sockets with connected hidden links should have `is_linked` status as False because disabled sockets should not produce or receive any data (according to how I understand the purpose of this functionality).\n\n[untitled (2).blend](untitled__2_.blend)\n1. Open the file\n2. Ran the script\n3. Read a console\n\n",
"bake hair dynamics issues\nOperating system: wind 10\nGraphics card: gtx 1070\n\nBroken: blender-2.80-79f67acccb36-win64\nWorked: idk\n\nunable to bake hair dynamics. i click the button but nothing happens. in particle edit mode particle hair still looks as if it was not simulated.\n\n",
"Show error messages in the info editor\nFollowup task to #83237",
"Blender development todo list -- Tools (migrated from wiki)\nNOTE: this is a direct dump of Tools (without cherrypicking the valid items)\n\n\n# Scene\n\n**New scene - Full Copy**\nSeveral things are still not copied or reassigned when using this tool:\n- [ ] Particles - Not even the particle systems themselves, not to mention re-assigning 'objects' pointers to copied IDs too, see #40891.\n- [ ] Textures when they are only used by e.g. modifiers (i.e. not by a material, world or lamp).\n- [ ] Textures used by modifiers are not re-assigned to new copies when possible either (only objects are handled).\n\n# Library System\n- [x] Hard (or even impossible) to relocate libraries that have been moved (#44958). Addressed in id-remap branch, hopefully merged in 2.78.\n- [ ] 'Find Missing Files' does not work with .blend lib files (impossible with current master, easy to do once id-remap is merged, see #47774).\n\n# Transform\n- [ ] API and draw code for manipulator needs to be redone still. For this reason no manipulator drawing happens during transform.\n- [ ] Manipulator click behavior (left-click-release a manipulator axis to enable a transform on that axis -> perform transform and wait for another left-click to confirm. Expected behavior from 2.4x)\n- [ ] Operator parameters in toolbar don't have to be drawn all always, needs cleanup.\n- [x] Transform redo fails when you change mode during transform (use R S G keys).\n- [x] Mirror of rotated objects doesn't always work correct #37928\n- [ ] Numeric input for rotational transform resolves to modulo 360. Should it? #40167 - ''possible fix included''.\n- [ ] Transform along the axis does incorrect axis projection in certain circumstances #40893\n- [ ] Scaling from zero is not possible with 'S' shortcut (#44551).\n- [ ] Transform redo fails when mouse move is required (#50419).\n- [ ] Apply Scale: Option not to scale all object properties (curve radius, empty scale, text scale... etc). \"Scale Properties\" toggle.\n- [ ] Cursor input to calculate rotation can accumulate a small amount of error (impacts bend and rotate) #53590\n- [ ] Armature edit-mode transform proportional editing doesn't work (#53992).\n\n**Transform Snap**\n- [x] Snapping to vertex slide (Taking into account multiple selections)(#48927).\n- [x] Snapping to face local axis doesn't snap the vertex to the face surface (#38438).\n- [ ] Snapping to self doesn't work with proportional edit-mode (#44793).\n- [ ] Snapping doesn't work for Boolean modifier (#35023).\n- [x] Snapping in object mode rotates object around their origin, instead of rotating them around their snapped point (#42362).\n- [ ] Snapping doesn't behave as expected when having several parented objects (#41199).\n- [ ] Snapping between multiple objects can give some working-as-intended, but in practice quite undesirable behavior (using bounding box) (#47171).\n- [ ] Snapping falls back to using a grid, however this isn't clearly communicated<br>(advanced snapping on faces, vertices, etc. only works on move/rot/scale, see #42798).\n- [ ] Snap to cursor and snap to grid could be made to work more consistently: See (#34441)\n- [ ] snap_project individual element on surface of other objects - watch?v=XrEPpHGoKlk&feature=youtu.be&t=1m10s;\n- [ ] Snap does not work for NURB surfaces (#78434);\n\n# DupliObject\n- [ ] There is no good way to control the rotation of objects in DupliFaces option (rotation is computed from face normal (which is good) and first three vertices of the polygon (which is weak, epic fail with e.g. Mirror modifier). See #37365.\n- [ ] Duplifaces don't work well with the mirror modifier, see #37820.\n\n# Curves\n- [ ] Capping front / back -ends of beveled curve doesn't work, see #26136\n- [ ] Constructive modifier kills generated UV mapping on bevelled curves, see #27411\n- [ ] Surfaces Make Segment rotates U/V even when it's not actually needed, see #31480\n- [ ] Couldn't cycle through vertices with the same location using mouse selection, see #36760\n- [ ] Curve tessellation might work not as it's expected to, see #37386, #40171\n- [ ] Curve deform doesn't work if curve is zero-scaled #38907\n- [ ] Nurbs clamp order by total number of points, this should be clamped at runtime #40378\n- [ ] Handling of non-smooth control points with (Bézier/poly) curves in general, and their rotation in particular, could be improved when generating BevelList & Path, see #44393.\n- [ ] In some cases Bevel should prefer \"clip\" behavior over trying to keep constant shape across the path #50720.\n\n# Text objects\n\n- [ ] Font formatting interface should be improved (#49599)\n- [ ] Default Bfont doesn't support russian characters (or any other non-european charset) in text object, while UI does show Russian characters (#53744)\n\n# Metas\n\n- [ ] Some shapes (Cube) for eg. draw far outside the tessellation bounds making them hard to select. see #47455\n\n# Meshes\n\n**Mesh Editing**\n- [ ] Knife & loopcut\n - [ ] Knife/loop cut need to work properly with operator properties/redo\n - [ ] Restore Quad Corner Cut Methods (Innervert, Fan and Path) for Subdivisions and Knifecut\n - [ ] Knife cuts side-on, intersecting the entire face, could be detected and ignored #43816\n- [ ] Mirror edit mesh operator (Ctrl M) fails to flip normals leaving an incorrectly mirrored mesh (turns normals inside)\n- [ ] Add option to disable n-gons usage for tools (might be useful for some usages) (see #31268)\n- [ ] 'Checker deselect' could be modified to work in some cases where it currently fails, (see #34544)\n- [ ] Merge meshes: add option to join UVs (and other CD layers!) by names rather than index (see #36749).\n- [ ] toolbar mesh Extrude operator inconsistency (see #36977).\n- [ ] Shape keys: Enhance memory usage (not storing vcos for unchanged vertices? See blender/blender-addons#39287).\n\n- [ ] Bevel\n - [ ] Better handling of profile=1, profile=0.25, and implement profile=0 cases (see #39132 and #38458 and #40278).\n - [ ] Generalize to handle several manifold sheets touching at a point (see #34678).\n - [ ] Improve clamping code (see #38871).\n - [ ] More options, e.g., spline spec for profile shape (see #40722) and vertex blends with setbacks.\n - [ ] Treat more cases like \"pipe\" to avoid bulges (see #40258)\n - [ ] Option to have bevel not create n-gons (see bf-funboard thread)\n - [ ] Sometimes leaves degenerated geometry (#48174)\n\n- [ ] DataTransfer/Geometry Matching\n - [ ] Add 'matching' algorithms based on 'similar shape' rather than simple items proximity/raycasting (see #46762 for a usecase) - WARNING: most likely advanced, mathy project!\n - [ ] A review of islands handling could also be useful, current code is rather complex and not so efficient.\n\n- [ ] Discussion\n - [ ] Extrude behaviour on cancel, see (#23492).\n\n**Text Editing (3D)**\n- [ ] When converting beveled text into a mesh - there are many doubles.\n- [ ] Text object requires better integration with the system clipboard, #38556, #46330\n- [ ] Support font kerning (#47725).\n\n**UV Unwrapping**\n- [ ] Settings for pack margin in different operators behaves inconsistently, see detailed description: 039547.html\n- [ ] Remove doubles has an option to Merge with unselected verts, This would be very handy for welding also.\n- [ ] Detect convex mesh without seams on unwrap and print warning.\n- [ ] Unwrapping fails on a particular strange topology (#31145)\n- [ ] Unwrapping for concave polygons is badly supported #41810\n- [ ] Face/edge selection in UV Editor does not work same as in 3DView (#52276).\n\n; Not ported from 2.4x\n- [ ] Click Project from face\n- [ ] Consolidate into one image\n- [ ] Billboard render on active\n- [ ] Unwrapping could run out of stack size for tricky geometry #42524\n\n**Vertex Paint**\n\n- [ ] Undo in vertex (and weight paint) behave differently to sculpt/project-paint modes regarding undo steps #52993\n\n### Sculpt & Paint\n\n**Sculpting**\n- [ ] Check documentation and fix hotkeys which could be useful for artists (or remove redundant hotkeys and update documentation), see #26017\n- [ ] Grab + symmetry can make things shoot off more quickly than they should (strength of movement is being double counted), see #25370\n- [ ] Not all drawing modes supports PBVH drawing, see #32454, #38608, #38609\n- [ ] Not all shading modes are supported for dyntopo, see #34010\n- [ ] Hidden faces are treated as hidden by sculpt tools but when PBVH drawing isn't used, the hidden faces display (and cant be edited), see #33078\n- [ ] Multires modifiers: makes mesh invisible after leaving sculpting mode, see #36591\n- [ ] Multires sculpt: artifacts grabbing between different levels #40465\n- [ ] Dyntopo does not support restoration when aborting a stroke, see #46456.\n\n**Painting (3D)**\n- [ ] Solve projection paint issue when one vertex in a face in behind the view in perspective mode<br>index.php?func=detail&aid=26393&group_id=9&atid=498\n- [ ] Continue to unify paint modes\n - [ ] Consistent brush texture mapping across paint modes (sculpt/tex paint/proj paint).\n - [ ] Consistent brush options, eg. 'Rake' or 'Anchored' in texture paint.\n- [ ] Make paint of displacement texture apply real time on model (optional). (#24657)\n- [ ] Allow view center to work for selected/active face in WPaint mode.\n- [ ] Viewport navigation for painting modes can be improved #48113\n- [ ] Users can perform strokes which apply to a huge number of pixels (by accident) - this could be handled gracefully #52351\n\n**Painting (2D)**\n- [ ] Clone image painting should support the same translation/rotation/scale tools as stencil texture mapping.\n- [ ] Stepped lines in image editor painting, blending should use float coordinates and interpolate (#52610)\n\n\n**Grease Pencil**\n- [ ] Default attach point of GP data is confusing ((#21969))\n- [ ] GP ignores color management ((#50149))\n\n### Materials\n- [ ] Improve handling of linking of materials to Object/Data. Right assigning a material-less data to object the materials from object are gone too (blender/blender-addons#23805, #52484).\n- [ ] Fix EnvMap update, it can depends on many different things in the scene (#41900).\n\n### Modifiers\n- [ ] Make (at least some) generative modifiers to handle custom normals (like e.g. mirror one, see #44058).\n\n**Array Modifier**\n- [ ] Has been re-written to use bmesh, making 2.63 slower then 2.62, There are areas where speed could be improved, for full info see #30695\n- [ ] Textures from cap objects are completely ignored and no way to override them, see #33578\n\n**Boolean Modifier**\n- [ ] Boolean modifier does not preserve vertices/edges data, see #32203, #33548\n- [ ] Issues with degenerated faces, see #30447\n\n**Decimate Modifier**\n- [ ] Limit decimation along seams (UV vertex color, etc), see #32203\n\n**Explode Modifier**\n\n- [ ] Does not preserve UV maps when using Cut Edges option (#46514)\n\n**Multires Modifier**\n- [ ] Only solid draw mode uses optimized drawing\n- [ ] \"Applying Base\" gives spikes on lover levels sometimes, see #35560, #37997\n\n**Bevel Modifier**\n- [ ] Does not preserve edge custom data, see #35314.\n\n**Simple Deform Modifier**\n- [ ] The bend/taper/twist options use fixed axis, add XYZ options would be nice. #33712\n\n**Skin Modifier**\n- [ ] Skin modifier very slow in some cases, see #40770\n\n**Solidify Modifier**\n- [ ] Curves tesselation creates zero area faces which solidify doesn't handle well #52170\n\n**Remesh Modifier**\n- [ ] Mesh data at extreme distance from origin (2**24), crashes #47209<br>''Note, this is a real corner case - yet its a bug because it shouldn't crash.''\n\n### Physics\n- [ ] Allow using multiple baked caches on a single object (having different frame ranges), see #41896.\n- [ ] Bullet: High memory usage for objects that don't have scale applied (#35799)\n\n**Baking**\n\n- [ ] Generic issue: baking ignores making pointcaches when modifier preview has been disabled. Doesn't need fix - but let's keep track of this for future work.\n- [ ] Point caches do not work well with time remapping (example #35968)\n\n**Cloth**\n- [ ] Proper handling of rendered subframes without baked pointcache, for more info see (#21948)\n- [ ] Proper handling of different vertices placed at the same position with \"Soft Body Self Collision\" option turned on (see (#26956)).\n- [ ] Cloths doesn't allow preview during bake (see (#30490)).\n- [ ] Dupli-group cloth in NLA fails (#29838)\n- [ ] 'Emit from: verts' not working as expected when deforming #36237\n- [ ] Collision of hairs doesn't works properly #39219\n- [ ] Memory optimizations are possible for cloth #42577\n- [ ] Cloth pre-roll feature is totally weird and needs reconsideration #40103\n\n**Collisions**\n- [ ] Collision modifier updates it's data structure even if there are no physics that need it (can be slow), a check should be added to make sure the data is actually needed, see (#26965).\n- [ ] Force fields and collision objects are not included in DupliObjects. This is mostly a design decision (duplis being a purely visual feature), but would be nice to support at least in groups. #35264 #36300\n\n**Hair**\n- [ ] Better handling of collisions & force fields for dynamic hair\n- [ ] Wave kink direction is totally uncontrollable, probably there needs to be a way to define hair tangent direction in particle edit mode.\n- [ ] Adding hair in particle mode only uses the deformed mesh, see (#25689).\n\n**Particles**\n- [ ] Particle emission between frames is only accurate for object level emitter/parent animation, for parenting or constraints an interpolation method needs to be implemented, but before this can be done pointcache code has to get some changes too. See (#36516) for more details.\n*; Parent animation is now supported {{GitCommit|c24a23f. Similar issue still persists for non-animated parents (e.g. rigid bodies) though #39923\n- [ ] Reactor particles\n- [ ] Conversion from some old files could be better\n- [ ] Vector blur + particles being born/dying doesn't work properly, see (#23320).\n- [ ] Metaballs don't work with particles when the particle view setting isn't \"render\", see (#25794) for more info.\n- [ ] \"Constructive modifiers before particles\" is still an open issue, but some way to handle this gracefully would be really nice, see (#25838) for more info.\n- [ ] Density of particles can't be animated with animated textures, see (#28212).\n- [ ] Instanced objects do not show in particle edit mode, see (#28431).\n- [ ] Issue with ghosting particles if you don't bake first. (#28116)\n- [ ] Linked groups: Force fields and guides only work if you use \"Effector Group\" feature, set to its own group.\n- [ ] Particle Hair dynamics: stops working after using \"Add tool\". (#30557)\n- [ ] Instanced objects don't draw in Particle Edit Mode. (#31913)\n- [ ] Child particles Interpolated mode only works well for Hair, for other particles it doesn't take particle lifetime into account. (#33390)\n- [ ] Particle emission doesn't support NGons.\n- [ ] Particle Object duplication doesn't work with Mirror modifier (#34705)\n- [ ] Particle systems fail to duplicate for smoke simulation (#34705)\n- [ ] Random distribution of particles fails in specific setups (#35598)\n- [ ] Default point cache step of 10 frames fails in some cases, see #38563\n- [ ] Particles tangent rotation control by vertex group missing, see #35103\n- [ ] Texture doesn't affect grid particles #40404\n- [ ] The particle system needs to be set to 'Newtonian Physics' for texture to influence the size, and with global gravity turned off #28263\n- [ ] Multiple issues with particles rotation #32340, #44088\n- [ ] Particles hidden in viewport reappear during rendering #40463\n- [ ] Particle initial speed is not properly inherited from the parent #41305\n- [ ] Point density textures can not be used to control particles #44901\n- [ ] Particle duplication in general is rather poorly implemented (no relink of used datablocks, no duplication of psettings ID when duplicating objects, …) #45843.\n- [ ] Grid distribution only supports From Dupli Generated, but not UV. Potentially could use nearest face. #48928\n- [ ] Particles aren't spawned correctly, they are sometimes generated at the same location as other particles, or at the object's origin. See #50135 for one scenario.\n- [ ] Particle editmode could have its 'own' [X-mirror] option (and not reuse editmode option). See #53872\n\n**Rigid Body**\n- [ ] Velocities are not cached, which prevents a proper state update when cache has time gaps #50230.\n\n### Image & Video\n\n**Compositing**\n- [ ] DOF Defocus node: fStop close to 128 fails to give good results, stay away from that value! (#24534)\n- [ ] DOF node gives no realistic results as users expect, documentation needs upgrade for it.\n- [ ] Defocus node is very slow when large blur radius is needed, could be optimized somehow (mipmap, summed area table?) (#29481)\n- [ ] Defocus node does not work nicely without a camera controlling the blur radius. This makes external compositing workflows with defocus difficult. At the heart of this is a design conflict, because defocus is not a true postprocessing effect #36745\n- [ ] Fast Gauss (Gabor filter, Young/VanVliet) has bad results for edge cases. Needs image processing guru (#25543)\n- [ ] Check on DPX and ASC_CDL and (#27377)\n- [ ] Map UV makes mapped images blurry, see #31868\n- [ ] Some nodes does not preserve alpha channel replacing it with fully opaque, see #32580\n- [ ] With new compositor, on loading files a compositor doesn't start (for existing buffers), so viewers remain empty as well. #35417\n- [ ] Ghost Glare is of limited use, needs clarification and probably a more sophisticated generic lens flare alternative #30389 #36488\n- [ ] Some node inputs require a single constant value and don't work with image-based per-pixel values (#36585). This leads to confusion when nodes apparently don't work, because nothing prevents linking such variable values into constant inputs. Compositor nodes should keep track of constant values and limited inputs on the node level (also in node groups!).\n- [ ] Compositor gives unexpected results with specific curve mapping due to precision loss, see #36621\n- [ ] \"Full Sample\" merging does not work with the File Output node, sample merging happens only for render result outside compositor. Real-time editing might also be improved to deal with samples better (#36811, #39143)\n- [ ] Accumulation method in the Lens Distortion node causes artifacts on noisy input #37462\n- [ ] Compositor does not support render slots #43260\n- [ ] Scaling down produces artifacts due to lack of ellipse filtering of sampler #51070\n\n**Image formats**\n- [ ] Upgrade our DPX code to read newer or different versions, copy the ImageMagick code? (#24716)\n- [ ] No support yet to output images in user chosen color space. (#37650)",
"Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n"
] | [
"in search to sphere function dos not corect update\nblender-2.80.0-git.9541ce2c261b-windows64\n\n\nupdate function to sphere (insearch bar )dos not work corectley\n\nselect the vertecys to make a sphere\n\nthen\n search (F3) for : to sphere \n\nthe update is function dos not work corectley \n\nyou must move there move mouse to right and klik left.\n\nthen pres g and right mouse{[F6753256](to_sphere.PNG)}\n\nsee video from my instructor: [to spere bug not updating](pvhBpnGnH2U)"
] |
Knife Tool -> Cut through option cannot be disabled
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65
Broken: version: 3.3.0 Alpha
Knife Tool -> Cut through option cannot be disabled
Create a sphere
Turn on Knife tool
Make a cut on one side (Cut Through option is off)
Redult - the cut appeared on both sides

 | [
"Cut previs of Loop Cut visible after changing to Knife with a hotkey \nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\nWhen I change the tool from ***Loop Cut***to***Knife***with a hotkey, I can still see the previs of the Loop Cut.\n\nISv0j8o.png\n\n\n1. Click Loop Cut tool.\n2. Hover over the mesh to see the yellow previs\n3. Press K on the keyboard to change the tool to Knife",
"Importing a keymap with a default name makes a non deletable copy\nBroken: version: 3.2.1\n\nAfter importing a keymap configuration with the name \"Blender\" it created a copy of the default setting that is impossible to remove from the UI at least.\n\n\n\n\n\nImport a keymap setting with a default name\n\n\n**Fix**\nDelete keymap configuration from the user folder directly \n\n> \\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\scripts\\presets\\keyconfig\n\n\n",
"Holding Ctrl disables Object Lock Modes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\n\nObject Lock Mode have no effect when Ctrl is held, for instance, while using Shortest Path Selection as shown in the following video:\n\n[bug-object-lock-mode.mp4](bug-object-lock-mode.mp4)\n\nThis also happens in other cases like selecting Reference and Background images:\n\n[lockobject.mp4](lockobject.mp4)\n\n",
"Make channel selection consistent with outliiner\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\n\nChannel selection are either cleared or not detected when selecting with Shift-ctrl-LMB\n\n- open attached file\n- In outliner `ctrl-click` on two objects to select them\n- then `shift-ctrl-click` on third object (selects third object and doesn't clear previous selection)\n- Now perform same with animation-channels\n\n",
"Regression: unhide now is global even in local mode\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.79b\n\nAlt+H in local view unhides objects all over the scene instead only local context, as it work in 2.79\nPlease fix. It is very handy feature and we have lost it.\n\n**Step to Reproduce**\n- Open .blend file\n- Select a sphere and Hide: {key H}\n- Select all three cubes and enter in Local view: {key /}\n- Hide cubes\n- Now unhide cubes in Local view: {key Alt H}\n- sphere is also visible (Either check outliner or Switch back from Local view)\n\nTest File:\n[#92527.blend](T92527.blend)\n[2021-10-27_12-23-23.mp4](2021-10-27_12-23-23.mp4)",
"Pinching effect when using bevel and bevel modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\nThis is particularly visible when using many segments.\n\nTest file:\n[Bevel_test_file.blend](Bevel_test_file.blend)\n\nAt first I thought, that this was some kind of limitation of the bevel operation/modifier, however after observing the top part of the test file mesh i'm very sure that this is a bug, because the left part of the topmost face of the test file mesh has a correctly beveled corner, whileas on the other side there is a clearly visible pinching effect despite the local topology of both sides of the topmost face being indentical.\n\nThank you and have a nice day!",
"Grease Pencil Shear Tool Todo\n## Grease Pencil Shear Tool Todo\n * - [x] {icon circle color=red} The tool should execute on release, so when you click and drag, it stops. Currently you need to click an extra time, which is inconsistent and annoying.\n * - [ ] {icon circle color=green} Add Tool Setting to switch between horizontal and vertical shearing\n * - [ ] {icon circle color=green} Shear should have a manipulator to shear in any direction, the orientation on which is controlled by the Orientation setting, just like the Transform manipulators. Dragging any of the handles shears in that direction.",
"VSE: Blade tool in Hard mode performs a Soft split (+ UI inconsistencies)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 4.0.0 Alpha\nWorked: (unknown)\n\nThe Tool Settings of the \"Blade\" tool let you choose between \"Soft\" and \"Hard\" splits, but both options perform a soft split.\n\nApart from this, there are some UI inconsistencies:\n* The tool is called \"Blade\", but the equivalent operation in the Strip menu is called \"Split\".\n* The tool's settings are called \"Soft\" and \"Hard\", but the equivalent operations in the Strip menu are called \"Split\" and \"Hold Split\".\n* The context menu has \"Split\" but is missing \"Hold Split\". (Maybe this one is intentional)\n* The context menu shows the \"K\" keyboard shortcut, but the Strip menu does not. (As a result of this point and the above, the \"Shift-K\" keyboard shortcut for performing a Hard/Hold Split is not discoverable in the UI.)\n\n* Open the VSE.\n* Add a movie strip.\n* Place the Playhead somewhere in the middle and click Strip -> Hold Split.\n* Delete the strip after the Playhead and drag the right handle of the remaining strip to the right. Notice that the newly revealed frames in the strip are dark blue; they're Hold frames as expected.\n* Delete the strip and re-add it.\n* Select the Blade tool, set the split type to \"Hard\" in the Tool Settings, and click somewhere in the strip.\n* Delete the strip after the Playhead and drag the right handle of the remaining strip to the right. Notice that the newly revealed frames in the strip are *not* dark blue; we got a Soft (non-Hold) split.\n\n",
"Sculpt, Mask extract with certain mesh produces broken mesh (hidden geometry)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nMesh made as «mask extract» from sculpt, then I fill and triangulated top.\nIt looks like mesh contains non-selectable geometry, that prevents to make proper operation Origin to geometry.\nTry to do it. Origin will stay at the same place.\n\nAfter exporting obj and importing back bug gone. After remesh too.\nIt is the second time, I`ve encountered such issue.\nMay be related to #82209 (Blender hanging with «separate selection» in particular model/file (svg imported).)\n\n[mesh.blend](mesh.blend)\n\n[2021-03-24_11-40-49.mp4](2021-03-24_11-40-49.mp4)\n\n\n\n",
"Inset operator modal handling misses option to toggle \"Offset Even\" via shortcut\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nNoticed problems when using Inset Faces tool in Edit Mode. If I'm using the select tool and I press **I** to activate the tool Inset Faces tool its menu doesn't display anywhere so I can't choose Even for example. If I click on the tool icon then it works, even if I then use **I** to activate the tool. This makes it so I can't use shortcut keys anymore. I suspect this is happening with other tools as well. Another thing worth noting is that the status bar says the Call Menu is triggered by the right mouse button but it actually just closes the tool.\n\n\n\n\n\n\nGo into edit mode with the default cube. Select a face. Hit I to activate the inset faces tool. Notice that the options for the tool aren't available.\n\n",
"Macro operators [e.g. Loop cut and slide]: \"adjust last operation\" fails completely [when called from the menu -- F9 is fine]\nBroken: 2.8x\nWorked: 2.79b\n\nThis might fall into the same boat as anything related to #45964, although it does seem to be \"new\" in 2.8x.\nAfter performing a loop cut and slide operator, you can adjust the properties in the operator panel (albeit with caveats from #45964). However, if you instead open the Adjust Last Operation panel, it will list a different operator name (Loop Cut, not Loop Cut and Slide), and while you can change properties there, those changes have no effect, even though they are reflected by the operator panel.\nThis didn't use to happen in 2.79b, though IIUC the \"Adjust...\" panel is different in 2.8x from the \"Redo Last\" of the 2.7x era.\n\n1. Load the default scene.\n2. Go into edit mode on the cube.\n3. Add a loop cut, e.g. via the shortcut or using the active tool\n4. Expand the operator panel in the bottom left and adjust properties. Note how those adjustments do have an effect on the result.\n5. Go Edit -> Adjust Last Operation\n6. Note the different operator name in that newly opened panel (Loop Cut vs. Loop Cut and Slide).\n6. Try adjusting any properties in the newly opened panel. Note how the operator panel in the bottom left picks up these changes, but at the same time they have no effect on the operation.\n\n[Demo video ](eAlL08M8AZA)",
"Edit-Mesh \"Select Next Active\" doesn't handle a wire edge loop (vertex mode)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nIt works with loop ,that surrounden by others, but can`t deal with single circle, when I am trying to select one per one.\nPlease watch video:\n[2020-01-17_19-06-34.mp4](2020-01-17_19-06-34.mp4)\n\n[untitled.blend](untitled.blend)",
"Measure tool thickness option exposed in the UI\nCurrently when using the measure tool the 'thickness' option can be activated by pressing Shift enables surface thickness option.\n\nThis could be made more obvious by having this as a tool measure option.\n\nIn this case pressing shift could switch to the opposite of the current setting.\n\nSee #61151 (Ruler thickness tool broken in 2.8 beta)",
"'Frame selected' with 'Lock To 3D Cursor' sets weird focus\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0 Alpha\nand 3.1\n\nIf you select something and do 'view3d.view_selected' while View Lock is set to 'To 3D Cursor', the view will focus on the cursor instead of the selected object and if you pan and do 'Frame selected' again, you will get somewhere near the cursor instead of the selected object.\n\nAlso, calling 'view3d.view_center_cursor' won't do anything while 'To 3D Cursor is active'.\n\n1. activate 'Lock': 'To 3D Cursor'\n2. select an object\n3. View -> 'Frame Selected'\n[Video.mp4](Video.mp4)\n\n\n",
"Metal: selection with GPU depth picking is broken in wireframe mode\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nWhen working in the 3D viewport, when in Wireframe mode and Xray mode is OFF, clicks to select an object are passed through and select objects behind the object. It's very difficult to select the object whose intention it is to select.\nview?usp=sharing\n\nThe video link above demonstrates this.\n\n\n"
] | [
"Regression: Knife Tool always cuts through\nOperating system: Linux-5.15.0-33-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\nWorked: 3.3.0 Alpha\n\nCaused by adaf92b4ab\n\nWhen using the Knife operator or active tool, it always cuts through the entire object.\n\n- Go into edit mode\n- Press `K`\n- Cut the geometry\n"
] |
Cycles slow rendering with multiview
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67
Broken: version: 2.83.2
Worked: 2.83.1
Rendering stereoscopic image ETA time: 52 minutes
With disabled stereoscopy ETA time 2 minutes
[sample.blend](sample.blend)
- Open file
- Render frame
- Disable stereoscopy and render again
- Compare time it takes to render frame
This seems to happen with default startup file as well. Only change I have done is:
- select cycles engine
- resolution 4096 x 2160 this seems to be necessary
[#78998.blend](T78998.blend)
Test with same steps | [
"`bpy.context.space_data.overlay.grid_scale` returns inconsistent view3D grid scale in multi-view\nOperating system: win 10\nGraphics card: RTX 3090\n\nBroken: This was observed in 3.5 alpha but I don't think that is relevant \nWorked: N/A\n\n`bpy.context.space_data.overlay.grid_scale` does not apply to multi-view functionally, and any interaction with the 3D navigation sphere only effects the main window portion of multi-view.\n\nSee attached video for a demonstration of some of the odd behavior.\nSee attached blend to reproduce the error.\n\nEnter multi-grid view: **ctrl+alt+q** (mismatched transform grid) The main window is top right.\nClick any axis sphere in any 3D view that isn't the top right quadrant, only the main window transforms.\nYou will also notice that the main window also inherits the grid scale of the multi-view windows.\n\nPlaces to look maybe? [A](overlay_grid.cc#L86) [B](space_view3d)\n\n",
"Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n",
"Poor hair editing performance\n{[F5901764](FurBall.blend)}Operating system: Windows 10 64-bit 1809\nGraphics card: NVidia GTX1080Ti\n\nBroken: 2.80 (sub 35), branch: blender2.8, commit date: 2018-12-08 17:06, hash: e79bb957fc3, type: Release\nWorked: 2.79b\n\nPoor performance when editing hair system using particle edit mode.\n\n1. Open FurBall.blend (attached) using Blender 2.80.\n2. Switch to Particle edit mode.\n3. Use any editing operation (e.g. Combing). Observe how slow and unresponsive it is.\n4. For comparison, repeat steps 1-3 using Blender 2.79b. The performance should be several times better.",
"EEVEE AOV of full transparency is bad compared to Cycles\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4\n\nAOV of full transparent shader is barely noticeable. Cycles works fine.\n\n\n[eevee_aov_transparent.blend](eevee_aov_transparent.blend)\nFor default scene:\n\n - Set fully transparent shader (alpha clip or hashed) and add AOV layer for it\n - Render EEVEE -> AOV layer is bad\n\n",
"Cycles viewport render border no longer shows scene behind with OpenGL\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080\n\nBroken: 2.80 Hash: 42dd888b98\nWorked: 2.79b.\n\nCycles Preview render removes all shading from the scene. This is very evident when using border renders to help isolate down sections to work on (which is key for working on large scale production scenes.\n\n1. Open attached blend file in blender 2.79\n2. hit shift z in the 3d viewport\n3. notice how you can see the building to the left\n4. close blender 2.79, and open the attahced blend file in blender 2.8\n5. hit shift z in the 3d viewport (blender 2.79 keymap)\n6. notice how you cannot see the building to the left anymore? \n\nThis means that reframing whilst border rendering is no longer possible, nor is it possible to change the border render without guessing to work on a different area of the frame without having to go back to solid mode and then back to rendered mode. Going in and out of solid mode can be 20-30 seconds on production scenes so limiting the amount of switching is important.\n\n[example.blend](example.blend)",
"Command Line Rendering with EEVEE is slow\nWin 7 Pro 64Bit \nGTX 1070\nDriver: 417.22\n\nBroken:\nblender-2.80-606223f6a61-win64\n\n\nIf I render with EEVEE via Command Line, the GPU Load is around 40-50% (4min 33sec).\nRendered the same scene in a normal way via Gui, the GPU Load is around 90-98% (3min 20sec).\n\nIf I render the same scene with Cycles via Command Line, the GPU Load is around 90-98%\n\nblender -b PathToBlend -a\n\n\nI've tried several scenes with the same result all the time.\n\n[cube-eevee.blend](cube-eevee.blend)\n\n[cube-cycles.blend](cube-cycles.blend)\n",
"Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n",
"Dyntopo: Performance hit when moving the viewport\nOperating system: Win10x64\nGraphics card: GTX 1080Ti\n\nBroken: 2.82 - 2.90 f96a689b3be2 (much worse in 2.9)\nWorked: Unknown\n\nWhen I turn dyntopo on with a high poly count model, the viewport becomes extremely slow, even if I'm not sculpting and just rotating around.\nAs soon as I switch dyntopo off or switch modes, it's butter smooth again. Where I'm looking also seems to have an effect on framerate.\nWhy should a feature related to actual sculpting affect performance when just looking around?\nDyntopo ON 2.90:\n![2020-04-26 02.13.26 Blender_ [C__Blender_Sculpt Owl_Owl.blend].png](2020-04-26_02.13.26_Blender___C__Blender_Sculpt_Owl_Owl.blend_.png)\nDyntopo ON 2.82:\n\nDyntopo OFF 2.90:\n\n\nOpen a high poly count model\nGo to sculpt mode\nNotice viewport framerate\nTurn on dyntopo, nothing else\nFramerate is now much lower\nTurn it off and it's back to smooth\n(No actual sculpting was done)",
"Instancing Geometry on Imported Alembic Particles produces extremely long render times when motion blur is enabled.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1 Release Candidate, commit date: 2023-04-03 16:00, hash: `ef7e83c7ff15`\n\nInstancing geometry on Imported animated Alembic Particles using geometry nodes produces extremely long render times when motion blur is enabled. Turning off motion blur or realizing instances reduces the render time back to its normal average length. \n\n\n",
"Image Editor displays stretched pixels on large images since 2.91\nOperating system: Linux-4.19.0-16-amd64-x86_64-with-debian-10.9 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.181.07\n\n**Blender Versions**\nBroken: 3.0.0 Alpha\nWorked: 2.90.1\n\nThis is either a regression or a compromise for performance.\nAs you know, large images display much faster since 2.91 as stated in the [2.91 release notes ](More_Features), (I didn't find associated commit).\nHowever, since that version, when opening a large image in the Image Editor, the displayed resolution can get lower. This doesn't affect the render, only the display in the editor.\nWhether this is related to the performance improvement or not is only my guess.\n\nBelow is a comparison of a zoomed area between versions 2.90 and 2.91:\n2.90 : \n2.91 : \n\nAs you can see the second image has its pixels stretched horizontally (2 to 3 pixels become one long pixel)\n\n[#89244.blend](T89244.blend)\n\nOpen file, and issue is immediately visible. \n\nOriginal pattern looks like this\n\n\n",
"Cycles: GPU Performance\n**Memory usage**\n\n- [x] Auto detect good integrator state size depending on GPU (hardcoded to 1 million now)\n- [ ] Reduce size of IntegratorState\n - [x] Don't store float4 as float3\n - [x] Don't allocate memory for unused features (volumes, sss, denoising, light passes)\n - [x] Dynamic volume stack size depending on scene contents ([D12925](D12925))\n - [ ] Overlap SSS parameters with other memory\n - [ ] Compress some floats as half float\n - [ ] Reduce bits for integers where possible\n - [ ] Can diffuse/glossy/transmission bounces be limited to 255?\n\n- [ ] SoA\n - [ ] Individual arrays for XYZ components of float3?\n - [ ] Pack together 8bit/16bit values into 32bit?\n\n- [ ] Reduce size of ShaderData\n - [ ] Compute some differentials on the fly?\n - [ ] Read some data directly from ray/intersection?\n - [x] Don't copy matrix if motion blur is disabled\n\n- [ ] Reduce kernel local memory\n - [ ] Dynamically allocate closures based on used shaders\n - [ ] Dynamically allocate SVM stack based on used shaders\n - [ ] Check if SVM stack is allocated multiple times\n - [ ] Check on deduplicating ShaderData instances\n - [ ] Check for other unknown sources of memory usage\n - [x] Use either `shade_surface` or `shade_surface_raytrace` for reserving memory\n\n**Kernel Size**\n\n- [x] Replace megakernel used for last few samples? Only helps about 10% with viewport render, barely with batch render. But makes OptiX runtime compilation slow.\n- [x] Make `svm_eval_nodes` a templated function and specialize it for\n - [x] Background\n - [x] Lights\n - [x] Shadows\n - [x] Shader-raytracing\n - [x] Volumes\n- [x] Avoid shader ray-tracing for AO pass ([D12900](D12900))\n- [x] Verify if more specialization is possible in `svm_eval_nodes` (seems not)\n- [ ] Deduplicate shader evaluation call in `shade_background`\n\n**Scheduling**\n\n- [x] Make shadow paths fully independent so they do not block main path kernels ([D12889](D12889))\n- [x] Accurately count number of available paths for scheduling additional work tiles\n- [x] Compact shadow paths similar to main paths ([D12944](D12944))\n- [x] Consider adding scrambling distance in advanced options ([D12318](D12318))\n- [x] Compact path states for coherence\n- [ ] Tweak tile size for better coherence\n- [ ] Tweak work tiles or pixel order to improve coherence (many small tiles, Z-order, ..)\n- [ ] Try other shader sorting techniques (but will be more expensive than bucket sort)\n - [ ] Take into account object ID\n - [ ] Take into account random number for BSDF/BSSRDF selection?\n- [ ] Overlapped kernel execution\n - [ ] Use multiple independent GPU queueus? (so far was found to be 15% slower)\n - [ ] Use multiple GPU queues to schedule different kernels?\n- [ ] Optimize active index, sorting and prefix sum kernels\n - [ ] Parallelize prefix_sum\n - [ ] Build active/sorted index array for specific based on another array indicating active paths for all kernels, especially when number of paths is small\n- [ ] Try pushing (part of) integrator state in queues rather than persistent location, for more coherent memory access\n - [ ] Check potential performance benefit by coalescing state\n - [ ] Shadow paths\n - [ ] Main path\n- [ ] Cancelling renders and updates can be slow due to the occupancy heuristic that schedules more samples. Find a way to reduce this problem.\n- [ ] Shader sorting and locality balancing ([D15331](D15331))\n - [ ] Find better heuristics for scenes with many shaders\n - [x] Use for GPU devices other than Metal\n- [ ] Shader sorting by node graph similarity, to find coherence if e.g. the graph only has different image textures\n\n**Display**\n\n- [x] For final render, let Cycles draw the image instead of copying pixels to Blender\n - [x] Render pass support\n\n**Render Algorithms**\n\n- [x] Use native OptiX curve primitive for thick hair\n- [x] Transparent shadows: can we terminate OptiX rays earlier when enough hits are found? ([D12524](D12524))\n- [x] Transparent shadows: tune max hits for performance / memory usage\n- [ ] Detect constant transparent shadows for triangles and avoid recording intersection and evaluating shader entirely\n- [ ] Detect transparent shadows that are purely an image texture lookup and perform it in the hit kernel\n- [ ] For volume stack init, implement volume all intersection that writes directly into the stack\n\n**Tuning**\n\n- [ ] Automatically increase integrator state size depending on available memory\n- [ ] Tweak kernel compilation parameters (num threads per block, max registers)\n - [ ] Different parameters per kernel?",
"Motion Blur keyframes is ignored when rendering animation\nOperating system: Windows 10 Home\nGraphics card: RTX 2080 Ti\n\nBroken: 3.4.1\nWorked: don't know\n\n\nUsing Cycles, if I keyframe motion blur then the keyframed data is ignored when rendering an animation. It just uses the keyframed value for the currently selected frame and uses that value for ALL frames.\n\nSo it works OK rendering a single frame because it reads the keyframed value for that frame, but for an animation it just uses that single value throughout.\n\n- Open attached .blend file or:\n - Start with default blend file.\n - Set end frame to 10\n - Change to Cycles\n - Keyframe cube location at frame 1\n - At frame 10, move cube to x=4 and keyframe location\n - Enable motion blur\n - At frame 1, keyframe it to 0\n - At frame 2, keyframe it to 0.5\n- Move to frame 1 and render animation. It will have no motion blur on ANY frame.\n- Move to frame 2 and render animation. It will use motion blur of 0.5 on every frame (including frame 1).\n\n[MotionBlurBug.blend](https://projects.blender.orgattachment)\n",
"gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n",
"The viewport may update at 0 FPS while navigating, until the mouse is released.\nOperating system: Windows 10\nGraphics card: RTX 3080 Ti\n\nBroken: 3.0.0\nWorked: 2.92.0\n\nWhen working in sculpt mode on a model with multires modifier, the viewport may update at 0 FPS while navigating, until the mouse is released.\n\nUsually when navigating in sculpt mode on a model with multires modifier, the model will switch to a low poly version while navigating. When this bug is happening, the viewport remains frozen and the high poly model remain on screen until mouse is released.\n\nThe bug will be temporarily fixed upon clicking on another application or resizing the blender window.\n\n1. Shift+A to create a plane\n2. Ctrl+E and subdivide it 4 times.\n3. Attach multires modifier onto the plane.\n4. Subdivide it 6 times with the multires modifier.\n5. Use sculpt mode and sculpt without moving the view for around 1~2 minutes (I used a wacom tablet. Using the sculptDraw brush, I added / subtracted (hold ctrl) from the mesh, also using smoothing brush (hold shift) to smooth certain parts, and undo (ctrl + z) multiple times to simulate a normal working environment.)\n6. Try to pan or rotate the view around.\n\n\n\n**I found another way to trigger this bug, and it's not strictly related to sculpt mode.**\n(Tested on blender 3.1.0 beta 03b57d3973)\n\n1. Click around with a Wacom tablet.\n2. Pan the camera around with a Wacom tablet.\n3. Pan the camera around with a mouse.\n\n\n[sculpt mode bug.blend](sculpt_mode_bug.blend)\n\n[2022-01-17 04-48-11_Trim.mp4](2022-01-17_04-48-11_Trim.mp4)",
"F12 Rendering from edit mode makes multires ineffective\nOperating system: Linux Mint 19.2\nGraphics card: GTX 1660\n\nBroken: 3.0\nBroken: 2.92\nBroken: 2.80\nWorked: 2.79\n\nWhen {key F12} rendering from editmode, multires modifier is ignored.\n\n\n[throne upload.blend](throne_upload.blend)\n\n- Open file\n- you should be in editmode\n- {key F12} render, notice the multires modifier is not in effect\n- go to objectmode\n- {key F12} render again, notice the multires modifier is now in effect\n\nExpected behavior: multires should be applied in {key F12} renders no matter what mode you are in\n\n\nOriginal report:\n\nI've included a file{[F10150774](throne_upload.blend)} which demonstrates the problem, in Eevee or Cycles (on GPU and CPU). I removed all other materials and meshes (the file size was initially around 200 MB+, which isn't helping here); but you may need to add a light to see it more clearly. Rendering with the viewport in object mode provides the displacements (there are two of them); rendering from edit mode removes those displacements. (This could in theory ruin an animation if someone's unaware!)\n\nBy the Unix philosophy, the 3D viewport and the render are two entirely separate tasks, aren't they? I don't think they should affect one another in a stateful way.\n\nCurrent workaround is to consistently render from object mode. I have no idea what other viewport modes might do to the render, but it's worth looking into."
] | [
"Stereo render display significantly slows down rendering\nOperating system: Win10 with 32GB RAM\nGraphics card: 2080Ti\n\n2.81, 2.83 (sub 2)\n\nCycles in CUDA mode.\nEnabling the `Show Stereo` option (in the temporary Render Window) seriously slows down rendering.\n\n\n - Open attached file\n - Enable `Stereoscopy`\n - Render and note time\n - Disable `Show Stereo` (in the image editor topbar)\n # Render and compare time\n[renderStereo.blend](renderStereo.blend)\n\n**Some numbers**\nRendering attached file with 1 eye: 5s (so you would expect a stereo render to be ~10s)\nRendering attached file with in stereo with show_stereo_3d on: 45s.\nRendering attached file with in stereo with show_stereo_3d off: 10s\n\nIt's clear that displaying the anaglyph view significantly slows down rendering at high resolution. "
] |
Multi User installation on MacOs Catalina
Operating system: MacOs Catalina 10.15.7
Graphics card:
Broken: 3.0
Blender upgraded to 3.0 in Lab setting because I was hoping to fix the "Blender works only in one user account" error. Installed as admin, tested in student account, error shown was Blender application is corrupted.
Install Blender 3.0 as admin.
Opened Blender 3.0 as admin
restarted Mac
Logged in as student
Tried to start Blender
Blender would not launch, error given said the file was corrupt or missing. File icon was shown with white ban symbol across it.
Attempted to give student user permissions using File Info window was not successful. | [
"segfault on f3 when mouse hover focus off foreground window\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.6.1\nAlready broken: 3.0\nWorked: 2.93.18\n\nThe application crashes upon using the Search Menu keyboard shortcut, under the condition that the mouse hover focus is not over the foreground window.\n\nUPDATE: must enable Developer Extras for crash to occur!\nNew file.\nMake the window not fullscreen so you can see some desktop.\nHover mouse over desktop.\nPress F3 key to open Search Menu.\nObserve notification of segmentation fault.\n\nAlternatively, open a preferences window or secondary blender window and mouse over the main window and press F3, that's how I found it.\n\nBefore 3.0 the same steps will cause the menu to appear in the foreground window as close as it can get itself to the mouse outside.\nUPDATE: checked Developer Extras and it was on, yet no crash prior to 3.0\n",
"Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n",
"Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n",
"Quick Smoke crash guide February 3, 2023\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.5.0 Alpha\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\n[image.png](image.png)\n[image.png](image.png)\n[Blender-2023-02-03-113746.ips](Blender-2023-02-03-113746.ips)\nTest File: [3.5.zip](3.5.zip)\n```\nCall Stack: Main thread\n__psynch_cvwait\n_pthread_cond_wait\ntake_gil\nPyEval_RestoreThread\nPyGILState_Ensure\npy_timer_execute\nBLI_timer_execute\nwm_event_do_notifiers\nWM_main\nmain\nstart```",
"No space mouse support in --debug mode\nOperating system: macOS 12.6.7\nGraphics card: Apple M1 Max GPU\n\nBroken: 3.6.1\n\nConnexion Space Mouse does not work if Blender is launched with --debug.\nNormal launch works.\nIs this related to #93170 ?\n\nLaunch Blender with --debug\nTry to use Space Mouse\n\n",
"persisting issue: MacOS, Blender's system device usage rights (info.plist) add camera & mic usage descriptions\nOperating system: MacOS (13.2.1) \nGraphics card: any\n\nBroken: (All Blender addons that would need external peripheral like camera or microphone access, will cause Blender to CRASH, because of MacOS)\nWorked: (it's a MacOS dependent issue (since maybe macOS 12?)\n\n*\n\"Termination Reason: Namespace TCC, Code 0\nThis app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an com.apple.security.device.camera key with a string value explaining to the user how the app uses this data.\"*\n\n\nInstall an anddon that would need camera / microphone access. After checking the checkbox in blender addon menu, Blender crashes (or at the point that addon is running code that would need such peripheral. Nowadays you cannot add it manually and this needs to be addressed globally.\n\nFIX:\nglobally add info.plist usage rights for camera, mic and other widely used peripherals for blender's MacOS version, since the current state of MacOS, doesn't allow addon's to access any of those, and it really hinders the blender as a core, those of course aren't used if not needed, but at the moment addon developer cannot have any modules that use any of those without MACOS causing the blender to literally crash. I hope this could be corrected asap. Before it was still possible to manually grant access to applications via macos settings, but alas, its not anymore possible.\n\n",
"Library Override broken for Snow character rig\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: 3.0 to 4.0\nWorked: never?\n\nI tried to use the Snow character, following the guidelines. But every time I use the Libary Override, the character's eyebrows and neck get stretched and distorted. When the bug does not happen at the time, when saving and reopening the file it appears\n\n- Link the CH-snow collection\n- Object -> Relations -> Make Library Override\n- Save file then reopen it\n",
"OpenGL error in console\nOperating system: Windows 10, 11\nGraphics card: 6700 XT, 6800 XT, driver 23.7.2 \n\nBroken: 4.0.0, ecb3262bf04, main, 08.08.2023\nWorked: no information.\n\nFirst of all it's better to run Blender with USD built with this fix 2550 since it fixes a lot of other OpenGL errors in console.\n\nThere is an error in console `Runtime Error: in HgiGLPostPendingGLErrors at line 91 of C:\\GPUOpen\\RPRHydraRenderBlenderAddon\\USD\\pxr\\imaging\\hgiGL\\diagnostic.cpp -- GL error: invalid framebuffer operation, reported from __cdecl pxrInternal_v0_23__pxrReserved__::HgiGLBuffer::~HgiGLBuffer(void)` If you select `Render Engine = Hydra Storm` and run Viewport Shading and stop it.\n\nBut if you start Blender with `--debug-gpu` flag you will an error in console `ERROR (gpu.debug): : GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9` and above error with `HgiGLBuffer::~HgiGLBuffer` won't appear anymore.\n\nI put some `debug::check_gl_error` in `detect_mip_render_workaround` and one of them returns `GL_INVALID_FRAMEBUFFER_OPERATION` right after `glClear(GL_COLOR_BUFFER_BIT);` and one more error `GL_INVALID_VALUE` after `glGetTexImage`.\n\nAlso `glCheckFramebufferStatus(GL_FRAMEBUFFER)` returns `GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT`.\n\nI tried to get rid of `HgiGLBuffer::~HgiGLBuffer` error via calling `glGetError`. There are only 2 places worked for me: \n1. ViewportEngine::~ViewportEngine;\n2. End of the `detect_mip_render_workaround`.\n\nDefault startup. \nFirst:\n1. Select `Render Engine = Hydra Storm`\n2. Start Viewport Shading\n3. Stop Viewport Shading\n4. Look in the console\n\nSecond:\n1. Start Blender with `--debug-gpu` flag\n2. Look in the console\n\n",
"Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n",
"Texture Paint - bad behaving operator \"Save All Images\"\nGo to Texture Paint Mode with some Textures loaded. In T-Panel go to the Slots Tab. There you will find a Button labeled \"Save All Images\". However, do not push this Button !\nThis Button overwrites all involved/edited Textures in the Texture Paint Slots at once and instantly, without further inquiry, to the directory of the origins.\n\nIt's not a bug, it's working pretty well !\n\n \n",
"Workbench: Shadow Bug\nOperating system: MacOS Catalina\nGraphics card: Intel Iris Pro 1536 MB\n\nBroken: 2.83\n\nWhen trying to add a shadow, all screen \"cracks\" into different-shadow pieces\n\n\n\nViewport Shading> \"checkbox\" Shadow ",
"Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n",
"Changes the cursor from an arrow to a prohibition sign when working with floating windows.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: all versions\n\nThe bug only affects the visual change of the cursor from an arrow to a prohibition sign. The error occurs when dragging resources from the resource browser, which is a floating window. The functionality is not broken and you can drag resources without any problem, but it is confusing for the user.\n\n1. open the resource browser in a floating window.\n2. drag any asset into the 3d view\n3. drag another asset (the cursor is already changed to a prohibition mark)\n\n",
"Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this \n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file",
"GPencil: W shortcut in Draw mode not working and displays error\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.1\n\nThe W shortcut used to display the Context menu, the same summoned with RMB, but it's not working & displaying this error message:\n```\nTool 'builtin.select_box' not found for space 'VIEW_3D'\n```\nOpen a new 2D Animation file and press W.\n\n"
] | [
"3.0 mac: non admin users can't run blender\nOperating system: macOS 11.6.1\nGraphics card: AMD Radeon Pro 5500M\n\nBroken: Blender 3.0, 2.93.6\n\nPermissions on mac application builds are broken, with owner only have read/execute permissions to the following applications directories /Contents/Resources/2.93, /Contents/Resources/lib and /Contents/Resources/text.\n\nIf you add permissions for read & execute to those directories non-owner user can properly launch application.\n\n\n```\nls -la \"/Volumes/Blender/Blender.app\"\ndrwx------@ 7 admin_username staff 224 Dec 3 06:29 Contents\n```\n\nlibomp also fails to load due to read permissions.\n\n```\nsudo su - test_standard_user -c '\"/Volumes/Blender/Blender.app/Contents/MacOS/Blender\"'\n-bash: Permission denied\n```\n"
] |
Proportional editing creates unwanted edges
Operating system: Windows-8.1-6.3.9600 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.24
Broken: version: 2.81 (sub 8)
Worked: (optional)
Proportional editing creates unwanted edges (if "connected" option is on)
Create a plane
Subdivide the plane several times
Pick a point in the center of the plane
Turn on proportional editing (pick "sphere" mode for example)
Turn on "connected" option
Move selected vertex along normal
instead of a spherical shape, you get the shape of an umbrella.
| [
"Having too much hair particles creates visual glitches\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: not really sure, but it may have been in blender for some time\n\nHair strips gets a really bad distortion once they reach a certain threshold of number, children and \"additional subdivisions\"\n\n\nUsing a ball with 2 subdivisions:\n\n| 1 | Furball with hair strips, 0 additional Subdivisions, 20000 particles and 80 interpolated children |  |\n| -- | -- | -- |\n| 2 | Furball with hair strips, 1 additional Subdivisions, 20000 particles and 80 interpolated children |  |\n| 3 | Furball with hair strips, 1 additional Subdivisions, 20000 particles and 60 interpolated children |  |\n| 4 | Furball with hair strips, 1 additional Subdivisions, 18000 particles and 60 interpolated children |  |\n| 5 | Furball with hair strands, 1 additional Subdivisions, 18000 particles and 60 interpolated children (hair gets scrambled where the glitch is happening) |  |\n| 6 | Furball with the exact same configuration as the first glitchless one, but with 3 Strand steps on Viewport Display instead of 2 |  |\n\nSo it seems like a mix of a lot of segments and a lot of particles create those glitches.\n\nThe file bellow contains the furball with the second configuration\n[furball.blend](furball.blend)\n",
"different Skin Modifier outputs for same mesh\nWindows 10\nNvidia Quadro 600\n\nBroken: 1422f0d\n\nThe skin modifier produces different meshes on the default cube.\n\n\nTrigger the skin modifier to update by doing the same thing I do in the .gif\n\n[skin_modifier_bug.blend](skin_modifier_bug.blend)\n\nNote: this only seems to happen when the edges are orthogonal. When I move one point, the problem doesn't appear on this and connected points.\n\n(Originially reported here: 576)\n",
"Rip edge-move for curves\nCurrently with meshes you can press Alt+D to add a vertex at one side of the verts edges and drag it *(based on the mouse cursor location)*.\n\nThis same behavior could be added to curves.\n\n- the basic behavior with single vertices selected is simple\n- with multiple segments are selected this becomes more involved (see how this works for meshes).",
"[Sculpt Mode] Remesh - Fix Poles problem.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 1)\nBroken: version: 2.81 (sub 16)\n\n\nIf i apply a remesh to an objecto with \"Fix Poles\" activated, this generate extra vertex's, This happen more with extracted objects with \"Mask Extract\" i think, this is very random and i don't have idea if's normal.\n\n\nAdd an sphere >> Apply a remesh to the sphere for more details >> Create a mask for extract >> Extract mask >> to the new object extracted clear the mask >> Apply another remesh with \"Fix Poles\" On >> select the Smooth brush with the strength 1.000 >> Smooth all. \n\nVideo Example 1: [Fix Poles - ON (Problem)](u3xa8YrCcQo)\nVideo Example 2: [Fix Poles - OFF (No problem)](agZ6T4l92lA)\nVideo Example 3: [Test with an sphere](HPw87j2bews)\n\n",
"Spreadout enum in pie menu gives strange result\nWin7x64GTX660m\n\nBroken: 2.73\nWorked: (optional)\n\nIf \"select similar\" operator is launched from a pie, items are arranged in a weird fashion (happens only in vertex and edge mode), overlapping one another and showing index numbers such as 167.\n\nFrom file, just click run in text editor (replaced example operator in text editor's pie menu template with *pie.operator_enum(\"mesh.select_similar\", \"type\")*).\n\n[overlappingPies.blend](overlappingPies.blend)",
"Modifiers which deform spline points propagate across all users of the same data unexpectedly\nVersion: 2.81 build Oct 23 (Linux 64)\n\nWhen a Curve Object Modifier uses the \"Apply On Spline\" setting, it seems to affect the curve data directly. This means that if a curve data block is used by multiple objects, a modifier on one of those objects will affect all the others.\n\n[curve_modifier_bug.blend](curve_modifier_bug.blend)\n\nTo reproduce, open and inspect the attached file. Notice that the objects on the left both have deformation modifiers, while their clones on the right do not. However, the curve object still appears to be modified because it uses the same data as the modified curve object. This is not how modifiers are supposed to behave. \n\nThe expected behavior is demonstrated by the two mesh objects. Like the curve objects, they also share the same data, but the effect of the modifier is limited to the owner of the modifier.",
"Visualized face normals are duplicated when Edit Cage is enabled in subdivision modifier (GPU subdivision turned OFF)\n### Simplified Report\n\nHaving Edit Cage on subdivision modifier enabled causes visualized face normals to be duplicated started from the origin. Here is a simplified file with a single face:\n\n\n\n[editCageWrongNormalDisplay.blend](editCageWrongNormalDisplay.blend)\n\nThis issue exists back to 2.83.\n\n### Original Report\n\nOperating system: Ubuntu 22.04 LTS\nGraphics card: Nvidia Quadro M4000\n\nBroken: 2.93.10, 2.83\nWorked: Unknown.\n\n\"Flying\" normals everywhere\n\nI have not discovered a correlation. The alignment of the normal is random, it changes when you exit edit mode and return.\n\n\n\n\n\n\n\n\n\n",
"Scaling keys in dope sheet is different from graph editor (ignores handles, esp, noticable when scaling negative)\nOperating system:\nGraphics card:\n\nBroken: 3.4.0\n\nSeems like if handles are not auto-clamped then *Dope Sheet* messes things up.\n\n\nIn attached file duplicate and translate both keys further in timeline, also put timeline cursor between them:\n - With *Graph Editor* press **S-1** to reverse new keys -> result is OK\n - **CTRL Z** to undo and repeat reversing in *Dope Sheet* -> bezier handles are processed incorrectly\n[dopesheet_reverse.blend](dopesheet_reverse.blend)\n\n\n",
"Bevel Vertex selection stops after for planar geometry\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1060 3 GB\n\n2.83.2\nBevel Vertex does not maintain the selection for planar objects. For other objects the selection is transferred onto the verts created from the Bevel.\n\nCreate a plane, circle, or any planar object/ \nIn edit mode, Bevel any amount of vertices (ctrl+shift+B) on a plane, circle, or any other type of planar geometry and try to bevel any number of the corners.",
"Circle select does not select all vertices within the same pixel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.90.1\n\nSelecting closely-arranged vertices with circle select tool doesn't consistently select all vertices.\n\nCreate plane geometry with three vertices located close together (e.g., the end of a sword or a blade of grass). Type 'C' to use the circle select tool and select the vertices. Zoom in to verify that all vertices have been selected. De-select vertices. Change zoom level. Repeat selection. Repeat verification. See animated GIF, attached, using simple .blend file, attached.\n\n\n\n[C3DE_Ch4_L12a.blend](C3DE_Ch4_L12a.blend)\n\n",
"Inset faces and Bevel Edge command has bugged interaction with Undo command and shape keys\nOperating system: Windows-7,10\n\nBroken: version: 2.83 (sub 2)\nBroken: version: 2.82 (sub 6)\n\n\nIn edit mode, while selecting a shape key, the Inset operation (I) followed by any other operation (Translating vertices or extruding or whatever), followed by an Undo (Ctrl-Z) command causes the shape key selector to hop to the \"basis\" shape key. This also occurs when using the `Bevel` command.\n\nFrom Default Startup:\n1. Create two shape keys: \"Basis\" and \"Key 1\"on Default Cube. Selection will be on \"Key 1\"\n2. Go into edit mode\n3. Inset a face on any of the existing faces with \"I\"\n5. Do ANY other operation or operations, such as moving a vertex or extruding. The bug occurs with any number of operations done after the Inset command.\n6. Undo (Ctrl-Z)\n7. Observe Shape key information as the undo command causes the selection to switch from \"Key 1\" to \"Basis\".\n8. Keep `Undoing` until you `Undo` the `Inset` operation.\n9. Notice that the shape key selection jumps back to \"Key 1\" as you `Undo` the `Inset`. \n",
"Remesh modifier causes splitting wrongly\nWindows 7 Professional Service Pack 1 64-bit\nIntel Core i7-2600 3.40GHz\n8GB RAM\nNVIDIA GTX560\n\nBroken: 2.77 22a2853\n\nRemesh modifier causes splitting wrongly.\nIt happens when remesh modifier's scale value is 3/4, 1/2, 3/8, 1/4, 3/16 etc.\n\n[RemeshGlitch.blend](RemeshGlitch.blend)",
"Scaling in edit mode with individual origins and snapping activated is broken\nWin7 x64\n\nBroken: 2.76\n\nFollowing #39161. Scaling in edit mode works well with \"median\" as pivot point but with \"individual origins\" it breaks.\n\n\nIn attached file:\nScale and choose a vertex with \"ctrl\" pressed, cube seems to disappear.\nTo compare, press \"G\" and choose a vertex for snap, the cube's center is moved as a cube (also individual origins could make all selected verts move to that position making a point instead of a cube?) to that vertex.\nScale with \"median\" as pivot, it works\n[bug scale individual origins.blend](bug_scale_individual_origins.blend)\n\nSo maybe to make it consistent, make \"individual origins behave like median.\n",
"Edge masking artefacts on higher subdiv levels when removing the mask from lower subdivs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90 (sub 2)\n\nThis is a follow-up report on this bug report I made: T76386\n\nTo quickly summarise, there are still masking artefacts that aren't removed when you delete a mask at a lower subdiv level. It only deletes the mask that all subdiv levels share, but in the process the edges of the mask remain at the higer levels because said geometry doesn't exist on the lower levels. This causes problems like these to occur:\n[Desktop 2020.05.17 - 00.35.46.01.mp4](Desktop_2020.05.17_-_00.35.46.01.mp4)\n\n\n1) Take a cube and subdivide it.\n\n2) Go down to level 0 and try to mask the mesh, which will be completely invisible. Then pick any subdiv level above it and mask.\n\n3) Remove the mask at a lower subdiv above level 0 and then move up one level. The mask edges should still be there.\n\n4) Repeat 3) until you reach the highest subdiv level.",
"Animation: Extra operators for the graph editor's sliders\nThis is a list of operators being added to the sliders tool in the Graph Editor. \n\nIt is based on the structure already created by @ChrisLend. The main work is in `keyframes_general.c`, the rest is just following what he did.\n\nThere is one slider missing: Wave-Noise. I will add it to the list once I add the PR\n\n- [x] Blend to Infiniti: [#106517](106517)\n- [x] Blend Offset: [#106518](106518)\n- [x] Blend to Ease: [106519](106519)\n- [x] Time Offset: [#106520](106520)\n- [x] Shear Left: [#106521](106521)\n- [x] Shear Right: [#106522](106522)\n- [ ] Scale Right: [#106523](106523)\n- [ ] Scale Left: [#106524](106524)\n- [ ] Ease-Ease: [#106525](106525)\n- [x] Scale Average: [#106526](106526)\n- [x] Push Pull: [#106527](106527)\n- [ ] Blend to Frame: [#106754](106754)\n"
] | [
"Mesh - Proportional Editing (Connected) Bug\nWindows 7 64 bit\n\n2.79 5bd8ac9\n\nthe **Proportional Editing** tool does not work correctly (in edit mode) with the type **Connected**. The geometry is angular.\n\n\nMove active vertex in this scene:\n[mesh_proportional_editing_connected_bug.blend](mesh_proportional_editing_connected_bug.blend)\n"
] |
Dropping object in viewport hits assert.
Operating system: Linux-5.11.12-arch1-1-x86_64-with-glibc2.33 64 Bits
Graphics card: AMD Radeon RX 5700 (NAVI10, DRM 3.40.0, 5.11.12-arch1-1, LLVM 11.1.0) AMD 4.6 (Core Profile) Mesa 21.0.2
Broken: version: 2.93.0 Beta
In a debug build, dropping an object in the viewport hits an assert.
This is the assert in question:
```
#ifndef NDEBUG
/* Call to `BKE_libblock_relink_to_newid` above is supposed to have cleared all those flags. */
ID *id_iter;
FOREACH_MAIN_ID_BEGIN (bmain, id_iter) {
BLI_assert((id_iter->tag & LIB_TAG_NEW) == 0);
}
FOREACH_MAIN_ID_END;
#endif
```
1. Open default scene in a debug build.
2. Drag and drop the Cube object from the outliner in the viewport.
| [
"Multi-User Action keeps moving object after deleting all keyframes until reloading file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nDeleting keys from action with several users doesn't update correctly.\nActions without any keyframes keep changing the object until you revert the file.\n\n1. Add two keyframes to the default cube. (Scale it up and move it to the side)\n2. ALT+D to create a linked copy.\n3. On the linked copy, go to the dopesheet (e.g. action editor)\n4. Delete the keys. Because the action has two users, the keys should be deleted for all users.\n5. Play the animation. You'll see the original copy still moves according to the original keys.\n\n[#88208.blend](T88208.blend)\n\nThank you for taking a look at this! :)\nSeems like a bug to me.\n",
"Operator Confirmation Configuration\nNote that this is not about the code that creates the confirmations (I have another proposal for that, #106691).\n\n**Background**\n\nSome operators ask a user to confirm their intentions before they proceed, as a safety measure when the operation could cause unintended damage. A simple example is the \"OK?\" you get when deleting an object by pressing the \"x\" key. The fact that doing so by pressing \"Delete\" instead does not warn is integral to this proposal.\n\nSome of these operators define a property called \"confirm\". `OBJECT_OT_delete` then uses an \"invoke\" callback called `WM_operator_confirm_or_exec` that checks this property and, if set, will show the confirmation message.\n\nIn the keymap editor we see this property as a \"Confirm\" checkmark. In this case \"X\" has it enabled and \"Delete\" has it disabled. We usually justify this difference because the \"delete\" key is nicely separated from other keys while \"x\" can more easily be hit accidentally.\n\n**Immediate Issues**\n\nThe Modelling module has brought up that some operators have confirmations that cannot be configured. These are mostly operators that have their \"invoke\" callback set to `WM_operator_confirm`. That function does not check for a \"confirm\" property and so asks for confirmation every time and cannot be turned off in the keymap. These include \"delete keyframe\", \"delete bone\", \"delete curve\", \"delete track\", \"delete marker\", \"separate bones\", \"separate curves\", \"delete mask\", \"make vertex parent\", etc.\n\nA simple solution to this is to simply fix the operators as needed. Each can call `WM_operator_properties_confirm_or_exec` to add the \"confirm\" property, and then use `WM_operator_confirm_or_exec` for \"invoke\" instead of `WM_operator_confirm`. This would then allow these confirmations to be turned off in the keymaps.\n\n**Proposed Solution**\n\nI don't think these should be configured in the keymap. Most users would find it very difficult to do so. And it doesn't seem to fit this kind of preference. If I desire a warning about an operation it is about the _operation itself_ and not the way it was launched.\n\nI think we should abandon the use of having an operator \"confirm\" property and instead move this configuration to a new section of user Preferences. I think we should have a new \"Warnings\" section with checkmarks to allow quickly enabling and disabling.\n\nIt is worth considering making this more than just a binary choice. For example, it might be nice if `OBJECT_OT_delete` could allow a choice between \"Never\", \"Always\", and \"When more than one selected\". \n\n**Longer Term**\n\nUltimately, I would prefer that more operators have optional confirmations, disabled by default. That is the reason for #106691. And have a fairly large \"Warning\" Preferences section that allows users to make Blender suit their needs. I think we should use our best judgement to set the defaults for these, but I would prefer to allow users to do things that we don't like. Allow them have no warnings at all or be nagged for every little thing. We are all different and it would be nice to allow for these differences.\n\n",
"Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n",
"Select key in dopesheet deselect bone in the viewport\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nIf you select key in Dopesheet without Only selected, it deselect your bone in viewport\n\n1) open [deselectBone.blend](deselectBone.blend)\n2) select bone in Pose mode\n3) select any key in dopesheet without \"Only selected\"\n4) bone is now deselected in viewport\n\n",
"Cannot disable shadows if an object is set to holdout.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: Confirmed on Version 3.4 to version: 3.5.0\nWorked: Never (Goes as far as 3.0, since the addition of the \"Object Properties -> Visibility -> Holdout\"option)\n\nCannot control an objects shadow visibility if the object is set to holdout. Having a shadow on a holdout object does not work as expected, especially when trying to use the holdout object as a 3d mask.\n\n\n- Set scene renderer to Eevee.\n- Create an object, set \"Shadow Mode\" to none in the material shader of said object.\n- The object will no longer have a shadow, as expected. \n- Set the object to holdout via \"Object Properties -> Visibility -> Holdout\" option, and the shadow reappears. Can not turn off shadow as long as this option is on.\n - However, if use Holdout shader in the nodes and connect it directly to the Surface output, no shadow will appear (this matches expectation).\n\nAdded a file that directly shows the issue.",
"Viewport display: in front should be listed under visibility as it also affects final render\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nUnder object properties, viewport display: in front affects both the visibility in the viewport and in the final render, and as such should probably be listed under visibility rather than viewport display.\n\n-",
"Support Dragging Assets Into the Outliner\n- - [ ] Objects\n - - [ ] Drag into empty space in *View Layer* or *Scenes* display mode instantiates the object at the 3D cursor (TBD: Active collection or scene collection?). Linking places it at the location from the source file.\n - - [ ] Drag onto/into collection does the same, but assigns it to given collection. Rather not support modifier keys like {key Shift} to parent at first, better keep asset dragging simple and let users decide which collection the object should live in first. They can do the parenting then.\n - - [ ] Drag into the *Blender File* display mode only adds the object to the file, doesn't instantiate it? \n - - [ ] Dragging onto/into a collection there could still instantiate.\n- - [ ] Other Datablocks\n - - [ ] Other data-blocks only get added to the file by default\n - - [ ] Dragging materials or meshes onto objects could reassign. (Probably should consider where it's dragged to exactly, e.g. a material dropped onto another material could replace it, or add a new material slot if dropped in-between two existing ones.)\n\nMore type dependent behavior could be considered/investigated. E.g. maybe it's nice to have an image empty created when dragging an image to the Outliner.",
"Holding Ctrl disables Object Lock Modes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\n\nObject Lock Mode have no effect when Ctrl is held, for instance, while using Shortest Path Selection as shown in the following video:\n\n[bug-object-lock-mode.mp4](bug-object-lock-mode.mp4)\n\nThis also happens in other cases like selecting Reference and Background images:\n\n[lockobject.mp4](lockobject.mp4)\n\n",
"Bug on Rigid Body Simulation when an object is parented to another\nOperating system: Windows 10\nGraphics card: GTX 1060 6G\n\n2.80\n\nBug on Rigid Body Simulation when an object is parented to another\n\nPlease check the video......\n[BL280BUG.mp4](BL280BUG.mp4)\n\nMore, I have some questions on Rigid Body. I want to ask something, coding and algorithm, to the developers who work on it...\nHow can I reach them?\n\nThanks.",
"Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```",
"Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n",
"Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"",
"Outliner: Object selected/deselected when clicking with RMB on it's object data [`Sync Selection` option causes this]\nBroken: version: 3.0.0\nBroken: version: 2.91.2\nBroken (differently): 2.90.1, 2.83\nWorked: 2.82\n\nWhen clicking with RMB on *some* object data in outliner (can confirm for materials), parent object is selected/deselected (both in outliner and in 3D viewport). That can lead to undesired actions. For example, when click RMB on material object data from a cube and choosing `Delete` you'll get one of the following:\n- Delete only material object data if parent object is not selected\n- Delete cube object itself **and** material object data if parent object is selected\nMesh/ligh/camera object data also have this \"parent object selection/deselection\" behavior but for this object data it's not so apparent in terms of functionality since in both cases mesh/light/camera object data is deleted and object can't exist without those so it's deleted too.\nModifiers and constraints are handled consistent with context menu - deleting only modifier - although it's something to be discussed since it shows that parent object is selected.\nFor shortcut behavior there is already #94062.\n\nIn 2.90.1 core issue is same but behave slightly different - it'll not always change selection/deselection, can provide details if requested.\n\nFor materials:\n1. Open attached file. You'll see two objects with same mesh object data.\n2. Repeatedly click with RMB on material object mata in outliner to see parent object selected/deselected.\n3. Choose `Delete` from context menu when parent object is selected - one of the objects is deleted and one material that was clicked on (you can see it on other objest mesh object data since they share it).\n4. Undo\n5. Choose `Delete` from context menu when parent object is not selected - only one material is deleted.\n\nFor showcasing mesh/light/camera data behavior:\n1. Open attached file.\n2. RMB on `Sphere` mesh object data to a point where parent object is either selected or deselected.\n3. Choose `Delete` from context menu - in both cases all objects are deleted.\n[RMB outliner selection bug.blend](RMB_outliner_selection_bug.blend)",
"click-drag-releasing cursor breaks its surface projection\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1, 2.93.9\n\nAlthough cursor surface project is enabled, click-drag-release breaks the projection on the object. Simply clicking once without moving works.\nThis happens either by shift-RMB or with the cursor tool.\n\n**Steps to Reproduce**\n- Open default scene -> select 3D cursor from toolbar\n- Enable `surface project`\n- Click and drag mouse to place 3D cursor over object",
"stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close"
] | [
"Failed assert when dragging object data-block into 3D View\nOperating system: Linux-5.11.0-7612-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Radeon Vega Frontier Edition (VEGA10, DRM 3.40.0, 5.11.0-7612-generic, LLVM 11.0.0) AMD 4.6 (Core Profile) Mesa 21.0.0\n\nBroken: version: 3.0.0 Alpha, 33d9a0c951\n\nThe object duplication triggered by dropping an object into a 3D View causes this:\n```\nBLI_assert failed: source/blender/blenkernel/intern/object.c:2773, BKE_object_duplicate(), at '(id_iter->tag & LIB_TAG_NEW) == 0'\n```\n\nNote that this doesn't happen for {key Shift D} object duplication because that uses `LIB_ID_DUPLICATE_IS_SUBPROCESS`, meaning the code-path with the assert is skipped.\n\n\n* Factory startup in a debug build\n* In the outliner, click and drag any object into the 3D View\n"
] |
Cycles causes crash on Mac with NVIDIA GeForce GTX 980 Ti
Operating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits
Graphics card: NVIDIA GeForce GTX 980 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.138
Broken: version: 2.90.0
Blender 2.9 crashes when the viewport shading is switched to Cycles and there is any object in the scene. Previously reported ( #78793 ) I was assured that while GPU rendering would not be available for this NVIDIA card, I would still be able to use 2.9 with CPU rendering. This is not the case.
Open 2.9 using the default scene. Switch render engine to Cycles. Switch viewport shading to Cycles... Crash!
Alternatively start with empty scene - no objects, just camera and light - Switch render engine to Cycles. Switch viewport shading to Cycles. Add any object to the scene... Crash!
| [
"GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that",
"Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.",
"CPU render will look different to GPU render and fails randomly\nWin 10, GTX 880M, GTX 1080TI Founders Edition\n\nBroken: blender-2.79.0-git.2ca1f29-windows64\nWorked: na\n\nAttached you'll finde a scene what has issues with GPU rendering. The scene is using the old shaders with a bevel shader (OSL).\n\nThe preview will not start or maybe it takes a very long time. Here nothing happened.\nIn GPU mode the preview starts as expected.\n\nWhen I try to render with F12 in CPU mode it doesn't start or maybe it will start after a long time. Here nothing happened after 10 minutes.\nWhen I render a small region with CPU it takes a long time till it starts to render.\nWhen I start rendering in GPU mode it starts fast as expected ignoring OSL of course.\n\nIn the ZIP and attached you'll see a picture with a split screen. Left side is GPU. Right CPU. The results are different. Transparent parts with DOF will have extreme noise.\n\nLoad the scene and press F12. Here CPU render will not start as expected.\nSwitch to GPU and press F12. Rendering will start.\nDefine a small region where the transparent parts are. Press F12. It will take really long but start. Result has noise at the transparent parts.\nThis might be a bug in the Cycles render engine or an issue with the shader tree.\n\n[170902_Blender_279_Cycles_CPU_Issue.zip](170902_Blender_279_Cycles_CPU_Issue.zip)\n\n\n\n",
"Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.",
"Animation workspace: Switching between tabs causes viewport to change\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0\nWorked: Not sure\n\nChanging between the Texture Paint tab and Animation tab causes the Animation viewport to take on properties of the Texture Paint viewport. If this is working as expected it's not ideal.\n\nOpen a new General 3D project. (Or use attached blend)\nSelect the Animation tab. The viewport should look normal.\nNow go to the Texture Paint tab.\nGo back to the Animation tab.\nThe viewport has taken on the properties of the Texture Paint tab.\n\n(A similar issue with the UV editor and Animation tab also occurs.)\n\n[TexPaintToAnimationTab.blend](TexPaintToAnimationTab.blend)\n\n\n",
"Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)",
"Decals crash Eevee on AMD graphics card\nOperating system: Linux 6.2.7 Manjaro \nGraphics card: AMD 7900XT\n\nBroken: 3.3LTS, 3.4.1\n\nUsing decals will crash blender in Eevee. cycles works\n\nas an example file please see the .blend that was linked here by the decalmachine creator: 66438\n\nThe issue there is unrelated but the file can serve to show the issue I am having. The moment I switch to rendered view or materials preview blender will crash. I see no error message in console. The log files states just: \n\n```\nbpy.context.space_data.shading.type = 'RENDERED' # Property\nbpy.context.space_data.context = 'RENDER' # Property\nbpy.context.scene.render.engine = 'BLENDER_EEVEE' # Property\n \n```\n\n",
"EXCEPTION_ACCESS_VIOLATION error when trying to change object viewport color with the viewport compositing enabled in depsgraph_update_post\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.5.0\nWorked: 3.4\n\nThis error occurs only if the viewport compositor is enabled - rendered mode of the viewport and Compositor = Always.\nWhen trying to change the viewport color of the object by script on depsgraph update event, this error occurs.\n\nThe short script example:\n```\nimport bpy\n\ndef on_depsgraph_update_post(scene, depsgraph):\n if depsgraph.id_type_updated('SCENE'):\n for obj in depsgraph.updates:\n if isinstance(obj.id, bpy.types.Object):\n print('change object color')\n bpy.data.objects[obj.id.name].color = (1, 0, 0, 0)\n\nbpy.app.handlers.depsgraph_update_post.append(\n on_depsgraph_update_post\n)\n```\nAfter executing this script in the Text editor, switching to the \"Rendered\" mode of the 3D Viewport and enabling viewport compositing - when adding or copying the object - Blender throws an error.\n\nThis occurs only if the viewport compositing is enabled, if it is not used - code works as expected.\n\nError occurs on 3.5 and 3.6 alpha.\n\n1. I attached .blend file with the example\n2. Open .blend file\n3. Switch the viewport to the \"Rendered\" mode (z - Rendered)\n4. Execute script in the Text editor\n5. Try to copy cube (shift + d)\n6. Error throws\n\n",
"Rendering large scene causes viewport shading rendered to go out of memory\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\n\nwhen dealing with large files and scenes in Cuda or optix, rendering the scene then stopping and closing the render, causes the viewport shading rendered view to give out of memory when switch back to it, it renders normally before hitting F12, after hitting render and everything compile and render, when closing the rendered and switching back to viewport rendered view it gives out of memory and its stuck with it and I need to restart blender to make the viewport render work again.\n\nseems it keeps the memory full even after I close the render so there is no memory for viewport I have no idea (I'm not a programmer :D) \n\nWorks normally in 3.4.1\n\nThank you\n\n- Open large files (like view?usp=sharing)\n- set Cycles Render to Cuda or Optix\n- Press F12 to Render and ESC to cancel\n- Close render window\n- Set viewport shading to rendered\n\nSee \"out of memory\" issue\n\n",
"Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n",
"Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n",
"Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```",
"Crash when baking Dynamic Paint Image Sequence multiple times in loop\nBroken: 2.90.0 Alpha\nWorked: blender-2.80-windows64\n\nBlender crashes when baking dynamic paint image sequence in for loop. Depending on wait time crash will have differens stack traces.\n\n[#74052.blend](T74052.blend)\n\n- Open file\n- Run script",
"Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)",
"Cycles viewport rerender when changing any color management setting if a rigidbody is on any object\nOperating system: WIN 10\nGraphics card: GTX1660\n\nBroken: 3.0.0, 3.1 BETA, 3.2 ALPHA\nWorked: Never\n\nWhen changing any of the color management settings in blender, a viewport rerender will be triggered if you have a rigidbody on any object.\n\nOpen blender\nput renderer to cycles\nput a rigidbody on the default cube (or any object)\ngo into viewport rendered preview mode\nchange any setting in colormanagement (eg. exposure, gamma, false color, medium contrast to high contrast)\nwatch the viewport rerender\n\n[BugTest.blend](BugTest.blend)"
] | [
"Blender 2.90.0 for macOS crashes in Cycles renderer mode when switching to Render Preview or creating a new Material\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 2.90.0\n(Broken too: version: 2.91.0 alpha, commit date: 2020-08-31 22:30, hash: '4e06afb0a1d6')\nWorked: 2.83.5 LTS (and all previous 2.8x ones. I think some previous 2.90 beta did, too, but I can't be certain, sorry)\n\nBlender crashes when the renderer is set to Cycles and:\na) The viewport is then switched to render preview or\nb) A new material is created.\n\n\na) On a default startup project, go to the Properties panel > Render properties tab, and **switch the Render Engine from Eevee to Cycles**. Then click on a 3D viewport's **Display Render Preview widget**. Blender should crash immediately.\n\nb) On a default startup project, go to the Properties panel > Render properties tab, and **switch the Render Engine from Eevee to Cycles**. Then go to the Material Properties tab, delete the default cube's material, then press the **Add a new material** button. Blender should crash immediately.",
"render viewport crashes in cylces\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro WX 5100 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.22\n\nBroken: version: 2.90.0\nWorked: (2.82)\n\nrender viewport crashes in cycles\n\nHi guys. Unfortunately if i add whatever object in the scene and switch to render viewport in cycles mode the blender crashes. Many thanks\n"
] |
Raycast node frequently crashes
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13
Broken: version: 3.0.0 Alpha
Using the raycast node frequently causes crashes. In this simple setup I'm using it to shrinkwrap a plane to Suzanne but any interaction with the objects causes a crash.
I've attached a file. Move anything for a crash.
[2021-10-20 19-47-21.mp4](2021-10-20_19-47-21.mp4)
[raycast.blend](raycast.blend)
| [
"Geometry Nodes: Crashes when the curve resampling node length is 0\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.0\n\n\n\n\nThis is an irregular operation, but I hope it is not a crash but a warning.\nI don't know if this is a bug or a feature request. \nThere is also a possibility that if the length is close to zero, it will cause the computer to have 100% CPU.\n\n",
"Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n",
"Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)",
"Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```",
"Generated Texture Coordinate Node In Shader Creates Broken Pattern Upon Applying Subdivision After Armature Modifier \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1\nWorked: Blender 3.2\n\nWhen I use the Generated value of a Texture Coordinate node, and have a modifier stack with an Armature above and a Subdivision below, it creates a really weird result [broke.blend](broke.blend)\n\n\n - Check the .blend file and simply activate the Subdivision modifier on the model\n\n\n\n\n",
"Objects with physics referred to by PointerProperty throw find_node_operation: Failed for (RIGIDBODY_REBUILD, '') when rendering\nOperating system: Ubuntu 20.04, Windows 10\nGraphics card: GeForce GTX 2080, GeForce GTX 1080\n\nBroken: 3.1.2\nWorked: Unknown\n\n\nWhen you have a PointerProperty, and that property refers to an object that has a rigid body, the following is output to the console when rendering:\n\n```\nfind_node_operation: Failed for (RIGIDBODY_REBUILD, '')\nadd_relation(Rigid Body Rebuild -> Point Cache Reset) - Could not find op_from (OperationKey(type: TRANSFORM, component name: '', operation code: RIGIDBODY_REBUILD))\nadd_relation(Rigid Body Rebuild -> Point Cache Reset) - Failed, but op_to (ComponentKey(OBBox, POINT_CACHE)) was ok \n```\n\nThis doesn't seem to have any other adverse effects, as rendering still succeeds with the object in the correct simulated position, but these types of messages fill up the console extremely quickly.\n\nOpen the following blend file, and render a frame. For some reason this requires the file to be opened via the UI.\n[repro2.blend](repro2.blend)\nAlternatively, unzip the following and run with `blender -b --python repro.py`.\n[repro.zip](repro.zip)\n",
"Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n",
"Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n",
"With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)",
"Remove and re-add the rigid body world causes Blender to crash.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I dont know.\n\nWhen the physical world is removed and added again, playback will cause the program to crash.\n\n\n1. Download the 2.blend and open it.\n2. Play 5 frame.\n3. Click the Remove Rigid Body World button.\n4. Click the Add Rigid Body World button.\n5. Click the rigid body world setting Collection. Then select RigidBodyWorld .\n6. Click the rigid body world setting Constraints. Then select RigidBodyConstraints .\n7. Move to 1 frame.\n8. Play 5 frame. Blender will crash immediately.\n\n[2.blend](2.blend)",
"EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)",
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"Crashes when working with pose mode (rigidbodies involved)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.1\nWorked: 2.8\n\nFrequent random crashes.\n\nJust animate bones. It may even crash at undo. One day it's okay, another it crashes 20 times a day.\n[debug_logs.zip](debug_logs.zip)\n",
"Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.",
"Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation."
] | [
"Raycast node crash with curve data input\nOperating system: Windows-10-10.0.22478-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\n[2021-10-20 22-34-57.mp4](2021-10-20_22-34-57.mp4)\n\n[falang.blend](falang.blend)\nPlease open the file and slide the math node\n\n"
] |
Cannot save prefrences
Operating system: windows 10
Graphics card:
Broken: blender-2.93.0-3ea1779365b5-windows64
cannot save user prefrences. button dont work.
Based on the default startup or an attached .blend file (as simple as possible).
try to save user preferences. | [
"Impossible to run Modal operator with simultaneously open props dialog (Blender crashes)\nOperating system: Linux-5.15.4-x86_64-AMD_Ryzen_3_PRO_4350G_with_Radeon_Graphics-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.4, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.2.6\n\nBroken: version: 2.93.0\n2.93.6, 2.93.7, 3.0.0 and 3.1.0 all are broken.\nWorked: (don't know)\n\nBlender crashes while trying to display operator properties dialog (invoke_props_dialog) and add\nthe same operator as the modal handler (modal_handler_add(self))\nI think it's the same problem as in the (closed) task blender/blender-addons#48196\n\nTry to invoke corresponding operator and then to return {'FINISHED'} or {'CANCELLED'} from the modal() handler.\nThen blender crashes after pressing ESC or closing dialog.\n\nSample code:\n\n```\nimport bpy\n\nclass TEST(bpy.types.Operator):\n bl_idname = \"test.modal\"\n bl_label = \"test invoke props + modal\"\n\n test: bpy.props.StringProperty(\n name=\"test\",\n description=\"test\",\n default=''\n )\n \n def draw(self, context):\n col = self.layout.column(align=True)\n col.prop(self, \"test\")\n\n def invoke(self, context, event):\n context.window_manager.invoke_props_dialog(self)\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n def execute(self, context):\n return {'FINISHED'}\n\n def modal(self, context, event):\n if event.type in {'ESC'}:\n return {'CANCELLED'}\n return {'PASS_THROUGH'}\n\ndef register():\n bpy.utils.register_class(TEST)\n\n\ndef unregister():\n bpy.utils.unregister_class(TEST)\n\nif __name__ == \"__main__\":\n register()\n```\n\nI think that impossibility of creating modal operators which can simultaneously have open properties\ndialog for on-the-fly corrections lead to endless tries to create custom bgl-rendered UIs which is just\nan unneeded overhead.\n\nPlease, review the mentioned bug, AFAIK it was already fixed but somehow reappeared upstream...\n",
"Old todos (to be checked)\nNOTE: this is a direct dump of Install-OS (without cherrypicking the valid items)\n\n- [ ] Add code to detect drives to change (usb connected, disconnected)\n- [ ] RNA library needlessly rebuilds every time in visual studio.\n- [ ] Blender doesn't recognize .lnk shortcuts or hidden files.\n- [ ] Symbolic links are not supported #37619.\n- [ ] NTFS junctions are not supported #52080.",
"Save Copy - Does not maintain state of packed + edited images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.4\nWorked: Never?\n\nWhen using the 'Save Copy' function (from File menu or via op: wm.save_as_mainfile(copy=True)), packed images that have not been individually saved since their last change do not have those changes maintained in the saved copy.\n\nCreate an image, set it to 'Packed', edit it in some way. Now use the 'Save Copy' function to create a copy of the blend file. Open the new copy and your edits to the packed file will be missing.\nWorkaround is to save all images before using the Save Copy function. However the current behavior is not intuitive and makes it easy to lose changes when creating backup copies of your working file.\nThere is also the case where you may want to have your current edits ONLY in the saved copy and not save them in the current mainfile, which currently is impossible to have happen. \n\n",
"(Grease pencil) Blender freezes indefinitely when drawing using stabilize stroke function. \nOperating system: Windows 10 business 64bit\nGraphics card: Intel UHD 620/630\n\nBroken: both 3.2.2 and the experimental build 3.4.0 alpha\n\n\nWhile drawing using the stabilize stroke function (in blank grease pencil object), after some times blender freezes and stop responding, tested on both an HP prodesk g5 ( I5 8500, intel IGP UHD 630 and 8 GB of RAM) and asus zenbook (I5 7200U, UHD 620, 8GB RAM).\n\nThis only happened on both PCs equipped with intel IGP, I redid the same test on my home PC (I5 9400f, GTX 1060, 16GB RAM) and everything worked fine.\n\nIs this purely a performance issue ?\n\nJust create a blank grease pencil object and directly start drawing using the stabilize stroke function, test setup must be similar or close to the two PCs equipped with Intel IGP.",
"Playback locks to frame with Sync-to-Audo, when changing Sound Settings\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Alpha\n\nWhen playing the animation, while using Sync to audio, changing the Sound Settings will lock the playback. \nThe UI will show the fps etc but will not move beyond one frame.\n\n- Start Blender, set playback sync to Sync to Audio.\n- Press play.\n- Change anything in the Sound Settings of the User Preferences. \n- The UI will appear to as though animation is playing but the frame won't change: fps would be visible. (Inserting keyframes shows that scene doesn't actually change.)\n- If you move the timeline frame manually, when you stop it will only move forward one frame.\n\n[T88679_m.blend](T88679_m.blend)\n|Device|If fps shows with frame paused|\n| -- | -- |\n|CoreAudio|No, frame is set to 0, fps disappears, playback stops|\n|SDL on mac| yes |\n|SDL on windows| no|\n|OpenAL| yes|\n|OpenAl built-in input|yes|\n|SDL|yes|\n|pulseaudio|?|\n|WASAPI|?|\n",
"Uncheck Save Copy freezes on next render - Mutex is still locked\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n2.90.1 and 2.83.5 have the same behavior\n\nWith default scene :\nWhenever I try to save a render, I uncheck both save as render and save copy, the next time I hit render, blender will freeze.\n- Unticking save as render only does not seem to create the freezes, however the option is not saved, I have to manually uncheck it every time.\n\nNew file : \n- Save file\n- Hit render\n- Save as\n- Uncheck Save as Render and Save Copy\n- Save.\n- Hit Render again = freeze\n\n\n",
"Greasepencil 3.0: Unable to switch to drawmode from sculptmode\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\n\nEnable GP 3.0\nOpen 2D session\nSwitch from the initial draw mode to sculpt mode via header button.\nTry to switch back to draw mode.\nAn error message appears:\n\n",
"Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!",
"Make saving of `quit.blend` on exit optional\n### Description & Scope of Problem\n\nEvery time Blender quits, when it has something on the undo stack, it will write the current \"undo file\" to `${TEMPDIR}/quit.blend` ([manual](open_save.html#last-session)).\n\nSaving `quit.blend` can take a while when the file is large. While the file is being written, Blender's UI is gray and unresponsive.\n\nThe problem is not pressing, as usually it takes considerably longer to load the files in the first place. I've asked some artists at the Blender Studio and they didn't really consider the delay when quitting Blender a practical issue. Still, it gets somewhat in the way of quickly testing things with various production blend files, so it could be seen as an issue for developers more than for artists.\n\n### Possible Solutions & Impact\n\n**Simplest solution:**\n\nAs a solution we could introduce a user preference \"Save Recovery File\" that is enabled by default. Disabling this option would:\n- Avoid writing `quit.blend`.\n- Remove the \"File ‣ Recover ‣ Last Session\" menu item.\n- Remove the \"Recover Last Session\" button from the splash screen.\n\n**Alternative solution:**\n\nThe \"Recover Last Session\" operator does not poll the filesystem from its poll function. This means that the operator is available even when the file `${TEMPDIR}/quit.blend` does not exist. Changing this, such that the operator is disabled when `quit.blend` does not exists, means that the above solution would not have to remove the recovery operators when \"Save Recovery File\" is disabled. The operators would auto-detect whether a recovery file is available at all.\n\nThe upside of this solution is that it makes the \"Recover Last Session\" operator appear more reliable, as it refuses to work when it knows it cannot do its job. This would be an improvement regardless of the \"Save Recovery File\" status.\n\nThe downside is that an old `quit.blend` might be lingering around after \"Save Recovery File\" has been disabled. This means that it could appear as if you could still recover, but it would load an older file. This could be avoided by removing `quit.blend` when disabling \"Save Recovery File\", but I'm not a big fan of Blender explicitly removing files that are meant to recover from human error.\n\n### Discussion Topics\n\nThis task is meant to discuss the following:\n\n- Do we want to make it possible to quit without writing `quit.blend` at all?\n- If so, which of the solutions is preferred? Or is there another way to deal with this that's even better?\n- Do we want this as a general option, or something that's enabled only when \"Developer Extras\" are enabled?\n",
"Support Scenes Overrides\nCurrently Scenes liboverrides are not really working, changes to its master collection will be lost, resync of scene itself is not possible when the override is the active scene, etc.\n\nSee e.g. #89963 (crash when library override is applied to an object)",
"Opening preferences while rendering causes rendering not to be finished (but computing continues)\nOperating system: W10\nGraphics card: 980Ti\n\nBroken: 2.80 19-03-31\nWorked: (optional)\n\nWhile rendering in a separate window, you can go back to main window, open preferences and boom, preferences are opened in the render window. You can see the progress bar on windows taskbar still going on, everything is being computed, but you are not going to get the full image. You can open the Rendering tab and see your render as 'finished' even though it's still computing. After it finishes - it does not update the image. It's in the state from the moment of opening settings.\n\n1. Click F11 to open rendering window\n2. Start rendering\n3. Minimize/switch windows to the main blender window\n4. Open preferences from the menu\n5. No profit, see desciption.",
"Segfault when encountering exception with props dialog open.\nOperating system: Linux\nGraphics card: Intel\n\n\nBroken: 2.92, 2.93.0\n\n\nWhen an `Exception` is raised in the `.invoke()` method of an operator while a props dialog is open, Blender does a segfault:\n\n`Unhandled exception thrown: read access violation. op->type was nullptr.`\n```\n>\tblender.exe!ui_layout_operator_properties_only_booleans(const bContext * C, wmWindowManager * wm, wmOperator * op, int layout_flags) Line 2517\tC\n\n \tblender.exe!uiTemplateOperatorPropertyButs(const bContext * C, uiLayout * layout, wmOperator * op, eButLabelAlign label_align, short flag) Line 2560\tC\n \tblender.exe!wm_block_dialog_create(bContext * C, ARegion * region, void * userData) Line 1391\tC\n \tblender.exe!ui_popup_block_refresh(bContext * C, uiPopupBlockHandle * handle, ARegion * butregion, uiBut * but) Line 586\tC\n \tblender.exe!ui_block_region_refresh(const bContext * C, ARegion * region) Line 399\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 754\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 867\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1066\tC\n \tblender.exe!WM_main(bContext * C) Line 654\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 523\tC\n```\n\n\n[#88929.blend](T88929.blend)\n\n- Open file\n- Run script",
"After setting a shortcut for the \"Auto Keyframe\" button, there is an exception in the status display.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: none\n\nSee below\n\nUse right click->assign shortcut key\nCreate a shortcut for the auto keyframe button e.g. ctrl+alt+n\nThen test the shortcut in a different viewport and you will see that it looks like nothing is happening.\nBut,**The auto keyframe state is actually changed**, but the button display is not refreshed, and the button dispaly state is changed only when the mouse moves to the timeline window.\n\n",
"Animation. Keyframes. Copy - move to the current frame.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\n[Animation. Keyframes. Copy - move to the current frame for replacing the previous one. If you copy keyframes and move them to the current frame it won't work properly. All will seem good but the last frame will play an animation relay on the previous parameters. ]\n\n\n[bug.blend](bug.blend)\n\n\n\n",
"Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n"
] | [
"Regression. Preferences: save and load button do not react until window wasn`t moved\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\nWorked:2.92\n\nStart blender, call preferences, change few options and try to save em manually.\nButton do not react. Move window, try again. Button works.\n[2021-03-06_23-27-33.mp4](2021-03-06_23-27-33.mp4)\n\n",
"Preferences window needs to be dragged or resized before you can activate its save menu\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.93.0-d30320b4f59d\n\nIn the last few Blender 2.93 Alphas, you need to first move or resize the Preferences window before you can activate the save menu in the lower left corner.\nEven if you click on other Preferences items first, you still need to move or resize the Preferences window top bar in order to access the save menu.\nThis wasn't necessary up to and including version 2.92. Something seems to have been changed in the Blender window or drop-down menu management to cause this.\n\n- Press F4 for the File Context Menu.\n- Select Preferences.\n- In the Preferences window, click on the lower left corner save menu icon. It won't activate.\n- Now move or resize the Preferences window.\n- The save menu will now work.",
"Preferences save\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nI can't save Preferences by pressing bottom,while I resize Preferences window]\n\n[Open Edit-Preferences-And press button left and bottom. Then resize window and press it again]\n[Based on the default startup]\n\n"
] |
Transparent BSDF casts shadow with background lighting
Windows 7.0 64b, GeForce GT 420
Broken: (example: 2.74, 000dfc0)
Worked: unknown
Plane that has simple material with only Transparent BSDF connected to Material Output casts shadows with background lighting and 0 diffuse bounces. In comparison a primitive light source (i.e. sun) doesn't generate shadow.
- Open attached blend [envlight_transp_shadow_issue.blend](envlight_transp_shadow_issue.blend)
- set 3d view to rendered view
- observe shadow on ground plane
- break background connection with world output
- set sun shader strength to 1.0
- observe shadowless ground plane
**Expected**
For background lighting scenario no shadow from plane with transparent BSDF, like sun scenario.
| [
"Film Exposure Affects Shadow Catcher Pass Environment\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3080 Ti\n\nBroken: 3.5.1\nWorked: Unsure\n\nChanging \"Film -> Exposure\" with \"Film -> Transparent\" affects background of Shadow Catcher Pass. Effect on compositing is that the composite gets an additional darkening in \"transparent\" areas from multiplying Shadow Catcher pass.\n\n1. Switch to Cycles.\n2. Create plane under default Cube.\n3. Set the plane to be a Shadow Catcher.\n4. Enable Shadow Catcher pass in render layers.\n5. Change Film->Exposure on render tab to something less than 1.0.\n6. Turn on \"Transparent\" in render tab.\nRender and check Shadow Catcher (not noisy one) pass: areas that are \"transparent\" (not covered by the default cube or the shadow catcher plane) should be 1.0 but will be more or less equal to the Exposure value set.\n\nI believe this is incorrect: multiplying this shadow catcher pass over an already-exposure-compensated rendered image will cause an additional darkening affect in areas where the shadow catcher isn't present in the view.\n\nAttached JPG shows a scene where the shadow catcher plane ends, and the transparent world exists beyond. The shadow catcher is correctly at 1.0 where there aren't any shadows, but the world background is .75 which is what the Exposure value was set to be.\n\n",
"World aov output nodes dont work unless background node's colour is >= 0.0001\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: Unknown\n\nWorld aov output nodes dont work unless background node's colour is >= 0.0001\n\n\n1. Open attached file\n2. go to the compositor of 'scene' and render still image\n3. the custom world aov is blank\n4. go to scene.001 and render\n5. the world aov now outputs correctly\n\nBoth scene's are identical, the only difference is scene.001's world background node's colour is set to 0.0001. The custom AOV is of type Value rather than colour. This is problematic because it breaks compositor setups that check for values > 0 etc.\n\n",
"Cannot disable shadows if an object is set to holdout.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: Confirmed on Version 3.4 to version: 3.5.0\nWorked: Never (Goes as far as 3.0, since the addition of the \"Object Properties -> Visibility -> Holdout\"option)\n\nCannot control an objects shadow visibility if the object is set to holdout. Having a shadow on a holdout object does not work as expected, especially when trying to use the holdout object as a 3d mask.\n\n\n- Set scene renderer to Eevee.\n- Create an object, set \"Shadow Mode\" to none in the material shader of said object.\n- The object will no longer have a shadow, as expected. \n- Set the object to holdout via \"Object Properties -> Visibility -> Holdout\" option, and the shadow reappears. Can not turn off shadow as long as this option is on.\n - However, if use Holdout shader in the nodes and connect it directly to the Surface output, no shadow will appear (this matches expectation).\n\nAdded a file that directly shows the issue.",
"Cycles: principled BSDF volume scattering\nThe idea is to add another \"subsurface scattering\" method, to specify the inside of the object.\n\nThe parameters for SSS are designed to specify an average color at the surface, and then absorption and scattering parameters are derived from that. Such parameters make less sense for thinner volumes, like absorption and scattering inside glass, ice or ocean water. Further, SSS uses a diffuse BSDF at the entry point which is not suitable for such effects.\n\nThe parameters for this would be similar to principled volume, likely:\n* Density\n* Scattering Color\n* Absorption Color\n* Anisotropy\n\nThe scattering implementation could be shared with random walk, for efficient handling of many scattering events. However this does mean no handling of internal objects, so potentially there could be an option for both, or some automatic optimization to handle both cases efficiently.\n\nFor handling refraction the entry point, in general this is tricky as there will be volume caustics with a glossy refraction. A possibility would be to make the surface transparent and ignore any refraction, or to use some blurring through filter glossy.",
"Shading or Lighting Discrepancy issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSo I’ve been having this problem since working in 2.8 and I don’t have a clue what could be causing this issue but I went and stripped down a project as simple as possible trying to isolate the root cause. It seems its a mesh that has an emissive material and when I disconnect the node or hide the mesh the problem disappears. Weird thing is that the brighter version is when hiding mesh number 2. I am attaching the file.\n\nYou will see how the tone changes. This never happened to me after so many years using Blender until now already in a few projects in 2.8. \n\n- Open attached file.\n- Render once using slot 1.\n- Hide mesh 2 or disconnect the emissive node.\n- Render again using slot 2.\n# Toggle with J\n\nNotice the different lighting between each result.\n\n[Shading Issue - Simplied.blend](Shading_Issue_-_Simplied.blend)",
"Artifact with cycles (interaction with moving spotlight and motion blur)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nI wouldnt describe it as a error, more as a artifact in cycles, basically when you parent a light to an object with motion blur, it doesnt behave as expected, it clips into objects and deforms due to the motion blur, there is no easy way to explain this, its better to show it, keep in mind that the spot light in these examples is completely Static! its just parented to the empty that also is parented to the camera, what is moving is the empty, light in real life doesn't behave this way!\n\ni first noticed this in a render i did for my animation \nrender: view\nproject file: view?usp=sharing\n\nso i did a test render and the problem pressists\nrender: view?usp=sharing\nproject file: view?usp=sharing\n\n\n\nAll the best! If this report is invalid please inform me why, because i cant find a work around this issue and there is no information online regarding this problem. Thank you.\n\n\n\n",
"Volumetrics and Open VDB files cast blocky shadows in Indirect render layers\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nRendering OpenVDB volumetrics casts shadows properly when all layers are turned on. However if you separate the scene geometry out into a separate render layer from the volumetrics and make the volumes indirectly affect the geometry, the shadows will be blocky and will not composite back into the scene correctly. This makes it impossible to control volumetrics in post. They must be baked into the main render. \n\nLoad the attached file and render.\nThere are three view layers. Go to the compositor.\nUse the Viewer to look at the \"Combined\" view layer. This has the geometry and the volumetrics turned on. This is what the comp should look like.\n\n\n\nUse the Viewer to look at the \"Geo\" view layer. Look at the centermost volumetric shadow. You'll see that it's blocky.\n\n\n\nNow use the Viewer to look at the composited Geo and Smoke view layers. They should look like the \"Combined\" view layer but they clearly do not and the improper shadow casting of the volumetrics is now very apparent for all the volumetrics.\n\n\n\nHere's the Blend file with the OpenVDB.\n\n[Smoke Composite Test.7z](Smoke_Composite_Test.7z)\n\n\n\n",
"Subsurface scatering does not indirectly affect diffuse.\nHello,\nI've noticed an oddity: materials with SSS are considered totally opaque, but only for the diffuse aspect, but remain visible for glossy surfaces ;\n\n\n\n\nIt looks like a limitation, but it doesn't seem to be listed anywhere :\n\n-0df9b2c715\n-sss.html\n\nMaterials, such as ivory, jade, marble, rubber or skin, will produce variable results.\n\nIf this is a limitation, it's strange that it's only on the diffuse component and not the glossy one.\n\nSo it looks like a bug.\n\nThanks for reading, and sorry about my bad English.\n\n\nOperating system: Windows 11\nGraphics card: nvidia 2080ti\n\nBroken: 3.6\nWorked: none ?\n\n\nLoad SssPasstrought.blend , render\n\n",
"Cycles glass BSDF: Differences between CPU, CUDA and OptiX for contact cases\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: TITAN RTX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nCycles gives different results for CPU, CUDA and Optix when a glass BSDF is in contact with a plane. This is particularly problematic in hybrid rendering where titles rendered by CPU and GPU become visible.\n\nCPU:\n\n\nCUDA:\n\n\nOptiX:\n\n\nCPU + Optix:\n\n\nNotes:\n- In the attached file, the glass cube is in prefect contact with the plane. Moving the plane by 0.0001 m in Z direction (in either direction) appears to solve the issue. This therefore seems to be related to differences in the way perfect contact is handled by GPU and CPU.\n- CUDA and OptiX give different results in render and preview.\n\nSee attached blend file: [CPU-CUDA-OPTIX glass shader bug.blend](CPU-CUDA-OPTIX_glass_shader_bug.blend)\n\n",
"HDRI background shows lighting artefacts at zero strength\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n\nDont know if this is a Blender issue, but I encountered a few HDRI files that still show light sources despite having zero strength in the viewport shading studiolight setting:\n\nThe HDRI file is:\n[blue_lagoon_night_2k.hdr](blue_lagoon_night_2k.hdr)\n\nThe lighting comes from remaining artefacts at the spot of the lamp. Its more noticable with a bit of blur, but you can still see it without.\nSince this is only an issue for some HDRI Backgrounds I assume it has to do with those files, I dont know. Regardless, it would be nice if Blender could take care of these cases to guarantee a dark background.\n\n\n[HDRIBackgroundStrengthBug.blend](HDRIBackgroundStrengthBug.blend)\n1. Install the attached HDRI File and set it as background.\n2. Change the strength setting for the Viewport Shading to zero.\nProblem:\nThe background lightens the scene at zero strength with the remaining artefacts.\n\n",
"environment pass is occluded by geometry making it unusuable with a shadowcatcher\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 1)\nWorked: unsure if ever\n\nenvironment pass is occluded by geometry making it unusuable with a shadowcatcher\n\n\nopen attached .blend, go to compositing workspace, hit f12, when finished use the split viewer factor to slide between the image and the environment pass. \n\nPerhaps the transparency section needs an additional 'shadow catchers are transparent'.......although that wouldn't make much sense as shadow catchers should always be transparent. Regardless, the environment pass definitely shouldn't contain any geometry information. Is there ever a scenario where you'd want the environment AOV to be jet black where the 3d objects are located?\n\n[environment alpha bug.blend](environment_alpha_bug.blend)",
"Burned Out Screen Space Reflections in Eevee Viewport - Nvidia GT 750M\nOperating system: macOS 10.14.3\nGraphics card: NVIDIA GeForce GT 750M 1024 MB\n\nBroken: 2.90.0\nWorked: 2.79\n\nIn some cases I detected that the Screen Space Reflections in Eevee Viewport gets out of control.\nA few seconds after switching to the viewport (even when viewport samples are set to 1) the issue kicks in and – as the sampling continues – an increasing percentage of the reflections get totally white.\n\n\n\nThe renders are correct.\nSurfaces affected by reflection planes are correct.\nHiding the chandeliers meshes solves the problem. Switch tab and back for this to work.\n\nI was able to strip down the scene and identify the source of the problem: Originally I set up the glass material with \"multiply\" blending. This was converted (when opened with belnder 2.82 alpha) to a \"Shader to RGB\" and a \"Transparent BSDF\" node. [1]\n\nThe \"Shader to RGB\" causes the problem in 2.82.\nThe \"multiply\" blending of the material causes it in 2.8.\n\nOpen the attached file.\nSwitch to LookDev or Rendered viewport.\nWait.\n\n[Chandelier.blend](Chandelier.blend)",
"Toon shader glossy removes direct and indirect light of diffuse shaders at low sizes with path tracing integrator\nOperating system: Ubuntu 18.04.1\nGraphics card: RX 480\n\nBroken: blender-2.80-a1ae04d15a9f\nEither CPU or GPU as rendering device\n\nWorked: set integrator to Branched Path Tracing\n\n\nToon BSDF glossy component at pretty low sizes nullifies(or removes) diffuse shader and toon shader diffuse direct lighting, at low or medium sizes it removes indirect lighting. This only occurs when the integrator is set to Path Tracing\n\nIn Cycles render engine\n1) subdivide initial cube, then set to smooth shading, set light to 1000 strength\n2) add a plane (to cast indirect light)\n3) add material to the cube, add mix shader with a fac of 0.1, in the first slot use a diffuse shader (or toon shader with diffuse component) with a color, now for the second slot set a toon shader with glossy component, set its size to 0.001\n4) set to render mode, the sphere should be colored but is dark with only the glossy component, when you change the glossy toon size to 0.003 the diffuse part appears but pretty dark, at 0.010 only the direct part of the diffuse shader is fully illuminated, at 0.030 the indirect part is still dark and at around 0.400 the indirect part is fully illuminated, all these were compared to branched path tracing\n[Glossy_toon_shader_bug.blend](Glossy_toon_shader_bug.blend)\n",
"Subsurface Scattering Radius issue with low values or zero in RGB channels\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-10.14.74\n\nBroken: version: 2.81 (sub 9)\nWorked: (optional)\n\nWhen using Scattering Radius, we can adjust the scattering effect per RGB channel. The problem is when one of these values is very low, near to zero. We see a reflection on the surface of that channel.\n\n01 object with principle shader and set Scatter Radius to R=.6, G=.35, B=0, basic gray color diffuse, soft roughness\n02 Add HDR with strong lighting from 1 side and add perhaps sunlight (power 1, angle 5deg)\n03 You see a blueish highlight apear on this material\n\nSee attached scene and example shots\nleft bl 2.79 - right bl2.81 > alterered material darker for better highlight\n\n\nleft bl 2.81 - right bl2.79\n\n\nleft bl 2.81 with Scatter Radius Blue 0.02 - right bl2.80 with Scatter Radius Blue 0.00\n\n\nHere's another example, simplified material to show the scatter effect. Left is bl280 right is bl279\n\n\nIs it perhaps due to the number 0 that blue light shows at the surface of a model? This cause weird reflections. I bumped into this from a scene from Rico Cilliers. I believe it was made in an Beta bl 2.80 in december 2018\n\nAfter some talk with him, he noted that there an issue with Scatter Radius in the beginning. Number of zero or near zero would cause this weird haze/reflection.",
"High subsurface on principled bsdf causes glowing edges on polygons for walk\nBroken: Current main.\nWorked: Never.\n\nUsing high values for principled bsdf subsurface scatter causes glow effect on polygon edges. This happens with walk but not burley. \n\nAttached is a simple blender scene with a ball. Rendering you can see the squares polygons on the ball have glowing edges. I know that the walk radius calculations were changed around blender version 3.4. If you use burly the ball renders smooth. \n\nGraphics - set to optix, experimental, cycles.\nShape - make sure its set to smooth shading. You may have to recreate the stock sphere and set it to smooth shading.\n\n"
] | [
"Transparency not properly rendered with diffuse bounce set to 0\nUbuntu 13.04 Nvidia GTX 680 4GB\n\nBroken: Blender 2.69 r60854\n\n\nAn object with a full transparent shader return a non complete transparent projected shadow if the number of diffuse bounce is set to 0\n\n\n\nEnable Cycles render\nCreate 2 object one in front of the other \nSet a lamp in a way to project the shadow of the first object over the second one\nset a diffuse shader for the object hit from the shadow\nset a full transparent shader for the object lit from the lamp\nset the background to a light gray so you can see the bug more evident\nSet the bounce of diffuse to 0 \n\nNow you should notice a slight shadow projected on the second object\nAs soon as you set the bounce to 1 the shadow disappear.\n\n[transparent_error.blend](transparent_error.blend) \n\n"
] |
Adaptive Sampeling with Square Samples Artifacts
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75
Broken: version: 2.83 (sub 11)
Worked: ?
Adaptive Sampeling with Square Samples gives wrong and Artifacted Image.
Switch to cycles thick Adaptive Sampeling and Square Samples and hit F12.


[bugrep_adaptive_s_w_s.blend](bugrep_adaptive_s_w_s.blend)
| [
"Multires spikes\nOperating system:\nGraphics card:\n\nBroken: Blender 3.00\nWorked:\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Sculpt while having multires modifier on\n2. Move \"sculpt\" level up and down\n3. Go into edit mode? I am not sure if I did do this, but I read that some people did do it to cause the artifact to appear. \n4. Artifact appear\n5. Unable to fix, without restarting [Handle safeguard v2.blend](Handle_safeguard_v2.blend)\n\nI can read online that this seems to have been a bug for long, but I couldn't find a fix. \n\nCan I use multires on my objects? What exactly caused this, and how can I fix it? \n\n",
"Weird Motion Blur with Simulation Nodes\nBroken: 3.6.2\n\nMotion Blur doesn't work properly with Geometry Nodes instances.\nAs shown in the rendered video, the motion blur seems to give weird results, the motion trails of the instanced particles from the Geometry Nodes (and Simulation Nodes) setup don't seem to follow their direction properly.\n\n<video src=\"attachment\" title=\"animation.mp4\" controls></video>\n\n[Test.blend](attachment)\n- Open file\n- Hit play to bake simulation until let's say frame 45\n- Render frame 45\n\n",
"Brushes: Smooth algorith is not consistent.\nCurrent smooth algotithem overwrites input data that can then be used during the same iteration. Meaning that the smooth operation is not consistent.\nDuring usage this is not that noticeable as smoothing is done per brush evaluation step. But it could be improved.\n\nThe memory could be allocated per thread and not per work item to reduce the overhead introduced.",
"Low Roughness Value on Glass Material Causes Artifacts with GPU+CPU Renders\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 419.67\nCPU: AMD Ryzen 7 1700X\n\nBroken: version: 2.80 (sub 57)\nWorked: 2.79.6\n\nLight inside an object that has glass material with low roughness causes blocky artifacts on GPU+CPU Cycles renders. It renders fine either in GPU or CPU renders.\n\n\n - Launch Blender, delete light.\n - Add 3-4 level subdivision surface modifier to the cube and enable smooth shading.\n - Add Glass material to that object and set low roughness value (below 0.2)\n - Add Light inside that object.\n # Bring camera closer and render.\n\n\n[glass_light_render_bug.blend](glass_light_render_bug.blend)\n",
"VSE: Artifacts in histogram (NVIDIA)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\n\n\nmove the UI region/border and zoom into histogram/chroma vectoroscope/luma waveform and purple artifacts appear. tested on blender 3.5.1, 3.6.1, 4.0a\n\n",
"EEVEE: Contact shadows problem on layered hashed materials\nOperating system: linux open source drivers\nGraphics card: rx 6800\n\nBroken: 2.93\nWorked: Never (2.83+)\n\ncontact shadows dont look correct on certain angles for layered alpha hashed materials(hair cards for example). iissue is more noticable in viewport then in final render, but it is noticable in both.\n\nmake a sphere make it alpha hashed and slightly transparent then duplicate and scale geometry with slight offset to make layers then rotate around object with contact shadows enabled on the lamp\n\n\n[contact shadows problem.blend](contact_shadows_problem.blend)",
"Cycles motion blur does not interpolate correctly\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD GPU (but Cycles renders on AMD CPU)\n\nBroken: 3.5.0\nWorked: never? (same results till 2.83)\n\nCycles motion blur interpolation is strange.\nIt's very noticeable when an object or the camera is bound to a constraint and the motion blur shutter is set very high (like 60 frames). Cycles motion blur will interpolate it wrong. I will include pictures and .blend files\n\n- Open attached .blend file\n- Render the first frame with EEVEE and Cycles and compare the motion blur.\n\n",
"Ambiant Occlusion cycle node gives artecacts when the mesh has Custom Split normals\nOperating system: win 10 \nGraphics card: Geforce RTX 2070\n\n**Blender Version** \nBroken: 2.90.0 alpha\nWorked: N/a\n\nOn my mesh , with custom normals, (i applied a withged normal modifier) \nI had to clear the custom split normal date to get rid of artefacts given with the Ambiant Occlusion node in Cycles\n\n\nAlso seen with smooth shader:\n\n\nAnother way to have this bug (without Custom Split normals): \n- Create a suzanne.\n- Smooth the normals \n- Use Cycles render. \n- Add an Ambient occlusion node and plug it on an Emit shader\n[cycles_ao_smooth_normals_bug.blend](cycles_ao_smooth_normals_bug.blend)",
"Smoke Domain Showing Erratically and Incorrectly\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\nWorked: I think 3.5.1 was working correctly. I tested on 3.3 and had similar problems.\n\nSmoke domains are showing in the viewport rendered view and separately in renders.\n\n\nTest file link: t-Xqh0QbgWyU\n\nSmoke domains with effects set to occur later in the file are showing as textured erratically throughout the timeline. Attached are 3 images from a render showing the problem and 2 images taken from the submitted test file. The 2 images come from the same frame - one is a screen capture of the viewport and the other is a render.\n\nTo replicate simply move through the timeline and the smoke domain will show its texture off and on until the situational, and then will continue to behave erratically.\n\n- I tried re-baking using \"Uni Cache\" instead of OpenVDB, but still with the same problem.\n\n\n\n",
"Motion Blur weird artifacts when rendering MeshSequenceCache USD\nOperating system: Windows 11\nGraphics card: RTX 2080 Ti\n\nBroken: 3.6 LTS, but it also seem to happen in older versions\n\n\nI'm getting some weird artifacts when rendering a USD mesh cache with motion blur enabled.\n\nI've exported the mesh from maya 2023 using the Arnold USD export method. \n\nWhat i've tried:\n\n- Disable Auto Smooth Normals and removing every Subdivision Surface Modifier.\n- Trying to change the position of the motion blur from Center to Start or End\n\nThe problem persist.\n\nExport a high res mesh animation from Maya using Arnold USD as export option.\n\nImport it in Blender and try to render the sequence with Motion Blur activated.\n\nBlend file Link : view?usp=sharing \n",
"Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)",
"Triangulate non-planar faces with \"beauty\" method produces faces that point in different directions\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\n\nTriangulating long faces on this cylindrical objects creates incorrect triangles when Beauty method is selected\n\n1. Open atached file\n2. Select faces as shown on the first image\n3. Apply Triangulate Faces\n4. Observe results similar to the second picture\n\n\n[triangulate_problem.blend](triangulate_problem.blend)",
"Pixel Smearing in Compositor when using image node (image node lacks interpolation setting [in comparison to texture nodes])\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro RTX 4000\n\nBroken: 2.79b , v2.83.8\nWorked: none known\n\nWhen an image is brought into the compositor and mixed with the scene, the result can be \"half pixel smeared\" depending on the even/odd pixel relationship between the image and the scene. It appears that some interpolation is happening on the image node's result in order to reconcile it with the center of the scene size, but this is undesirable as it breaks images that are intended to be pixel-perfect. \n\nAttached is a very simple, lightweight example .blend file (2.8) that contains 4 small example images (these images have dimensions 16x16 pixels, 15x16, 16x15, and 15x15).\nThese images exist as image nodes in the compositor.\nRender the scene, and then move the viewer node to the various outputs indicated to see how the resulting images have been smeared.[PixelError.blend](PixelError.blend)\nWhen these images are mixed with the scene, the resulting pixels from the small images will be smeared if there is a mismatch between the even-ness and odd-ness of the number of pixels in the image, and the number of pixels in the scene.",
"Incorrect combined texture baking with subsurface material\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nBaking result is different from what I have seen in render and has strange artifacts.\n\n\nOpen attached file and run combined baking with default settings.\n[test_bake_2_79.blend](test_bake_2_79.blend)",
"High Resolution Render support\nSome fields needs to be able to output really high resolution renders out of EEVEE.\n\nFor now, we just try to allocate the asked buffer size and live with the consequence.\n\nMost GPU have a limit of 16K² texture resolution and some really high renders could not fit GPU memory in some cases.\n\nTo workaround this issue, we need to implement a multipass rendering.\n\nThe issue with this approach is that Screen Space effects (GTAO, SSR, SSRefract, SSSubSurfaceScattering) cannot take the whole picture into account.\n\nWe can split the rendering into tiles, scanlines, checkerboard pattern but the artifacts of SS effects will likely to be different for each"
] | [
"Cycles – Rendering with \"Adaptive Sampling\" Produces Artifacts\nOperating system: Linux-5.3.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 11)\nWorked: with a version I compiled a few days ago\n\n**Update:**\nBisecting the issue gave me:\n82a8da0ec38a70efde4a91957824c67d0e60b8ad is the first bad commit.\n\nWhen rendering with Cycles and *Adaptive Sampling* turned on the resulting image has artifacts.\nRendering on GPU (and CPU) looks like this:\n\nRendering on CPU looks like this **(please take a look at the full image because in the preview the artifacts are not shown)**:\n\n\nIt's a little bit late here so I'm not able to make a bisect, but it worked with a version a few days ago :/\n\n1. Open Blender and click on *General* on the *Splash Screen*\n2. Change the render engine to *Cycles*\n3. Turn on *Adaptive Sampling*\n4. Press `F12` to render\n\n––––––––––––––––––\n\nStay cool, have fun^^",
"Adaptive sampling artifacts\nJust rebuilt Blender from scratch this morning. Upon rendering with adaptive sampling (both CPU and GPU), there is bad artifacting that resembles salt and pepper noise. This does not occur with non-adaptive rendering (CPU and GPU)\n\nSteps to reproduce:\n\nOpen new file, select 'Cycles' as the render engine and enable Adaptive sampling, then render.\n\n\n\nGit Revision: e455536943a862334a765fdef7edfd16b2e9b5b1\n\n"
] |
Volumes incorrectly transform in Geometry Nodes
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56
Broken: version: 3.4.1
Worked: unknown
----
Volumes can have incorrect transformation in some node setup.
1: With the node setup below, Transform node is affecting the Volume-to-Meshed geometry (incorrect).
[D 2.mp4](D_2.mp4)
And setup like this will crash 3.3.2:

2: If a volume is brought in using Object Info node, the position of the volume would be incorrect by repeatedly clicking "Relative" button.
[D 3.mp4](D_3.mp4)
----
1:
[GN Volume incorrect transform 1.blend](GN_Volume_incorrect_transform_1.blend)
- As the video in case 1, the problem can be reproduced by connecting the same Volume Cube node to both Volume to Mesh node & Transform node then change the translation value, the Volume-to-Meshed geometry shouldn't be moving.
2:
[GN Volume incorrect transform 2.blend](GN_Volume_incorrect_transform_2.blend)

- Within the file, a volume empty uses a cube object to generate volume by Mesh to Volume modifier. Then the volume object is brought into the GN object via Object Info node.
- Connect the Geometry output of the Object Info node to the GN group output. Click "Relative" button then the incorrect volume position would be reproduced. (The link is not connected by default is because if the file is saved and closed containing incorrect position of the GN volume, reopening the file will make the volume in "Volume Empty" incorrect positioning but the volume in "GN Object" correct. Disconnecting the link then reopen the file as my test can restore the volume position.)
| [
"mathnode socket doesn't restore when voronoi signal is turned to \nOperating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nthe mathnode after a voronoi tex node ejects the noodle when you switch voronoi to \"n-sphere radius\" and keeps hiding any values.\n\nopen blender\ncreate a material for an object of your choice\nadd voronoi and mathnode as shown in the picture\nswitch voronoi from f1 to n-sphere radius\nnotice that the mathnode disconnenćts, which is fine, butit should re-open the slot then, right?\n\n\n\n",
"Geometry Nodes: Modifier input properties don't cause update for screen statistic\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nModifier input properties of geometry node don't cause update for screen statistic.\n\n1. Create object with geometry nodes.\n2. Add any Mesh Primitive node in modifier node tree.\nPut mesh primitive on group output. Updating the detail of a primitive affects the statistics of the scene.\n3. Put group input dummy socket in detail of a primitive node to create connection.\nChanging the details through the modifier settings is not reflected in the statistics.\n",
"Geometry node don't expose materials to the solidify modifier\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060\n\nBroken: blender-3.1.0-beta+v31.93cc89247010\nWorked: 3.0.1\n\n\nWhen using a geometry node to generate a mesh, and then applying a solidify modifier to it, the materials are not properly exposed and not or wrongly assigned to the final mesh\n\n- create a plane\n- go in edit mode and delete all the mesh data\n- back in object mode, add geometry node modifier\n- add a Cylinder mesh primitive, and set its fill type to None\n- add a Join Geometry node and plug the Group Input Geometry socket and the Cylinder node Mesh socket into the Join node\n- plug the join node into the output\n- add 3 materials to the object and set different colors\n- add a solidify modifier and set material for offset and rim to indices 1 and 2\n\nThe resulting tube doesn't show any of the materials.\n\n- go in edit mode and add at least one vertex to the mesh\n\nNow the resulting tube displays the last material of the list on some parts, but this is still not it.\n\n- Instead of creating a cylinder in the geometry node tree, plug a Mesh circle primitive\nThen add a screw modifier to extrude it, after the geometry node modifier and before the solidify modifier\nSet its angle to 0° and Screw value to 1\n\nNow the resulting tube is only displaying the first material\n\n- Go in edit mode and add at least one vertex to the mesh\n\nNow the resulting tube displays all the materials properly.\n\nNote : it is not obvious, but it is mandatory to join the original geometry into the end result to get the materials correctly propagated to the output.\nMaybe this could be more clearly explained or simplified somehow.\n\nSample file here reproducing all cases mentionned above :\n[solidify_material_bug.zip](solidify_material_bug.zip)",
"Solidify Node\nWe will drop support for Simple mode since the difference is hard to tell and performance-wise better to optimize the Complex mode than maintaining both.\n\nFill and Only options are a bit confusing in the modifier since fill refers to the fill of the rim and has to be checked on to make Rim Only work.\nInstead, I suggest making Fill refer to the part that is not the rim and Rim refer to the rim and make them independent from each other and both true by default.\n\nThe modifier has options for a vertex group as a factor for the thickness and two vertex groups to store the fill and rim geometry.\nvertex groups will be replaced by two attribute string fields for the factor and to tag the rim geometry\n\n",
"Regression: Multi sockets on muted nodes display wrong internal noodle\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.5.0 Release Candidate\nAlso broken in 3.4\nWorked: 3.3.1\n\nWhen a node with a multi socket (e.g. Join Geometry or Mesh Boolean) is muted, the visual internal noodle goes from the last (bottom) input instead of the first (top) input, even though it is the top input that is actually passed through.\n| 3.3 | 3.5 |\n| -- | -- |\n|  |  |\n\n- Open attached .blend file or\n - Create a geometry node group\n - Connect two or more different inputs into a Join Geometry node\n- Mute the Join node\n\nObserve the discrepancy between the visualized noodle and the actual result in the viewport\n\n",
"Geometry Node: Changing modifier input values with python no cause update\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nChanging modifier input values with python no cause update.\nBy code:\n\n```\nbpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_1\"][0] = 13.8\n```\n\nValue in modifier property was changed. User interface no updated before modifiers panel are not redrawn. Result of modifier didn't updated.\n\n\n\n- Open attached file\n- Run the code `bpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_7\"] = 1.0` in the python console\nThe modifier UI may change, but the Viewport does not.\n[geom_node_py_bug.blend](geom_node_py_bug.blend)\n\n",
"Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n\n\n\n",
"Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n\n\n\n\n\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n",
"Geometry Nodes Inputs `is_animatable` Property Incorrectly Returns False\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nGeometry Nodes inputs' context menus ([WM_MT_button_context ](bpy.types.Menu.html#extending-the-button-context-menu)) incorrectly show the inputs' `is_animatable` property as `False` when the property does accept keyframes (see screenshot, attached).\n\n\n - Open the attached .blend file (attached, below)\n - Run the script in the Text Editor\n - Right-click the Input property of the Cube's Geometry Nodes Modifier\n - Open the System Console to see the `is_animatable` property of `context.button_prop` is `False`\n[is_animatable.blend](is_animatable.blend)",
"Converting Modifiers to Nodes\n### Benefits\nGeometry nodes offer increase flexibility and improved usability compared with modifiers:\n* The ability to easily deal with different data types in the same space.\n* Different operations can happen in parallel to be merged into the final result.\n* The attribute system is a massive improvement in terms of flexibility and options compared to vertex groups.\n* A nodes modifier can output different data types at the same time, including instances.\n* An improved interface, separating operations into their more basic parts, and providing visibility to more operations at the same time.\n* Many more opportunities for sharing creations with node groups.\n\n### Conclusions\n* The behavior of existing modifiers will not change.\n* For the foreseeable future, every modifier will still be available in the \"Add Modifier\" menu, even if it is internally implemented with nodes.\n* Many modifiers are useful to have as nodes and can be implemented directly, others with more than one node.\n* Eventually there could be a \"Convert to nodes\" operator for to switch modifiers to use a node group re-implementation.\n\n### General Questions\n* When should modifiers with multiple modes like \"Remesh\" or \"Decimate\" be split into separate nodes?\n* #86907 (Selection / Tagging in Geometry Nodes)\n\n### Functionality Available\n| Name | Note |\n| ---- | ---- |\n| **Vertex Weight Proximity** | In the \"Attribute Proximity\" node\n| **Volume to Mesh** | In the \"Volume to Mesh\" node\n| **Vertex Weight Mix** | The attribute system provides so much more flexibility!\n| **Edge Split** | In the \"Edge Split\" node\n| **Wave** | Effects like this are already possible to build with more complex node groups\n| **Triangulate** | In the \"Triangulate\" node\n| **Displace** | Covered by Attribute sample texture and attribute vector math (and attribute processor in the future)\n| **Warp** | This type of affect is possible to implement with attribute nodes (and attribute processor in the future) \n| **Mask** | #86640 Can also be replaced by \"Delete Geometry\". Though the armature mode would need design work. \n| **Boolean** | [D10599](D10599) \n| **Vertex Weight Edit** | This allows changing a vertex group with a curve mapping widget.\n| **Build** | #86640 Should be replaced by \"Delete Geometry\" node (along with an eventual `index` expression / attribute.\n| **Cast** | Can be generalized with \"Attribute Transfer Node\" / \"Geometry Proximity\" and primitive nodes. \n| **Shrinkwrap** | The proximity node and raycast means that this node can basically be recreated with nodes.\n| **Mesh to Volume** | #86838 Can be a straight copy from the modifier\n\n### Functionality Mostly Available\n| Name | Note |\n| ---- | ---- |\n| **Subdivision Surface** | [D10417](D10417) Needs two recently exposed enum options. \n| **Particle Instance** | The \"Create Along Paths\" option is not possible yet, that use case will likely be handled differently in geometry nodes. \n| **Data Transfer** | #86843 This can be solved (and simplified) with an \"Attribute Transfer\" node \n| **Weld** | #86913 Should be named \"Merge by Distance\". It should also support more component types besides mesh. \"Connected\" mode still needs to be supported.\n\n### Ready to Implement\nThere are no open design questions, but there may be code architecture questions to answer before work starts. \nFor example, modifiers generally retrieve weights from vertex groups, but geometry nodes do not create vertex groups.\n\nWhenever a problem like this comes up, sometimes it's possible to share code, \nbut it often makes more sense to rewrite or \"duplicate\" code, with the eventual aim of replacing the modifier anyway.\n\n| Name | Note |\n| ---- | ---- |\n| **Remesh** | #89052 Do modes get different nodes?\n| **Curve** | #88702 Requires testing regarding differences with modifier.\n| **Bevel** | #86841 Attribute domains can affect bevel control, custom profile should use proper curve geometry. \n| **Smooth** | #86903 Quite simple, can be generalized to smooth any attribute, not just position.\n| **Solidify** | #89050 Only non-manifold mode supported in the node. Some functionality could be split into separate nodes.\n| **Mesh Sequence Cache** | Can become an alembic import node that outputs multiple data types, mesh, points, and curves.\n\n### Needs Design\nMore design work is required to figure out the best solution for these modifiers,\nor stakeholder artists who can provide a better view of the use cases these modifiers address,\nor input from other developers.\n| Name | Note |\n| ---- | ---- |\n| **Screw** | #86901 Initial version seems simple, but some controls like \"Stretch UVs\" should be generalized. Maybe the whole modifier is too specific too\n| **Wireframe** | Uses BMesh, which, like Bevel, raises the question of how to pass information.\n| **Mirror** | #86904 Some aspects of this are covered by a transform node with a negative scale, but having a specific node is nice, especially to deal with other attributes. The node could support an arbitrary mirror plane. \n| **Laplacian Smooth** | Looks relatively simple. \n| **Volume Displace** | Should be relatively simple, but should be discussed briefly to make sure it fits into geometry nodes design. For example, maybe supporting attribute grids is a first step. \n| **Decimate** | #89051 This looks relatively simple to convert. This might be an opportunity to make some design changes though. \n| **UV Project** | Should be relatively simple to convert this, but may need to be changed for attribute access. \n| **Weighted Normal** | Many of these ideas could use generalization. A first step is exposing custom normals in some form. \n| **UV Warp** | Can probably be accomplished with attribute system. Investigation needed.\n| **Lattice** | Lattice data could become a geometry component type. \n| **Mesh Cache** | What are the differences between this and the Mesh Sequence Cache modifier? \n| **Simple Deform** | Probably fine, but maybe this could be generalized somehow? \n| **Normal Edit** | #93551 Exposing a write-able normal attribute may be enough for this (and an improvement).\n\n### Requires \"Binding\"\nNodes will need a way to store data for use later-- currently they cannot.\nThat should be designed first as a general idea before these nodes are implemented.\n| Name | Note |\n| ---- | ---- |\n| **Laplacian Deform** | Requires binding (persistent storage over evaluations). \n| **Mesh Deform** | Also requires binding. \n| **Hook** | Needs bind operations in edit mode (persistent storage). \n| **Surface Deform** | Requires binding. \n| **Smooth Corrective** | Requires binding. \n| **Skin** | Requires binding, marking root, etc. \n| **Armature** | Might be a very large project, many object level operations. \n\n### Simulation\nThese are modifiers that should tie into a more generalized simulation system.\nMost of the code can be reused in many cases like Mantaflow, but a direct copy from the modifier\nto a node would not make sense, and needs design for how node-based simulation should work.\n| Name | Note |\n| ---- | ---- |\n| **Soft Body** | |\n| **Explode** | Requires current particle system. \n| **Fluid** | Canonical example for the generalized solver idea. Particles and meshing can be separate steps for liquid\n| **Ocean** | This works differently from the other simulations, since it is self contained. \n| **Cloth** | \n| **Collision** | This is just a static \"collider\" tag, and a storage for settings. \n\n### Not to be Replaced\nThese are modifiers with a design that does not fit into the goals for geometry nodes.\nFor example, the multi-resolution modifier must be the first, and is more of a specific tool\nfor sculpt mode than a modifier \"function.\"\n| Name | Note |\n| ---- | ---- |\n| **Array** | Should be mostly replaced by instancing of geometry directly in the node tree. \n| **Multiresolution** | Needs design / architecture work. Object data type? Does not fit into geometry nodes design. \n| **Particle System** | To be replaced by particle nodes. \n| **Dynamic Paint** | This idea should be more generalized. ",
"Copy/Paste object operator copies collections specified somewhere in that object (e.g. Geometry Node Collection Info node, particle system instance collection, ...)\nBroken: Current master.\nWorked: Never.\n\nThe copy operator treats the `Collection Info` node as the fact that the object belongs to the collection.\n\n| Ctrl+C | Ctrl+V | Expected |\n| -- | -- | -- |\n|  |  |  |\n\n1. Create collections `Collection_1`, `Collection_2`.\n2. Add Cube in `Collection_1`.\n3. Add Cone in `Collection_2`.\n4. Create geometry node modifier on Cube. Go in node tree:\n a. Create `Collection Info` node.\n b. Choose a `Collection_2`.\n5. Select `Collection_1`, Cube.\n6. Copy object in 3d view.\nExpected: Cube object will copied.\nBug: Copyring object, collection and attach that in collection that chosen in `Collection Info` node.\n\nThe same happens when you:\n\n- Create collections Collection_1, Collection_2.\n-- Add Cube in Collection_1.\n-- Add Cone in Collection_2.\n- Create a particle system on the Cube\n-- Render As Collection\n-- specify Collection_2 as the Instance Collection\n- Select Collection_1, Cube.\n-- Copy object in 3d view.\n-- Expected: Cube object will copied.\n-- Bug: Copying object, collection and attach that in collection that chosen in the Particle Instance Collection.",
"Index of Nearest geometry node outputs negative index values (-1).\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken:\nversion: 3.6.1\nversion: 3.6.0\nversion: 4.0.0 Alpha\n\nWorked: unknown.\n\nIndex of Nearest node outputs negative index values when its Group ID input is connected to the index output of another Index of Nearest node.\n\n\n\nIn a new Blender file, add a GN modifier to the default cube (almost any mesh works), add an Index of nearest node and connect its index output to the Group ID input of another Index of nearest node. Preview the output index of the second node using the viewer. In the spreadsheet editor, one or more -1 values will appear in the Viewer column.\n\nThe attached file has the described setup. Notice the bug happens with basically any mesh, and the amount and location of negative indices is random / unexpected.\n\nThis might be intended and useful behaviour, it's probable an index of -1 indicates no index has been found, but this doesn't seem to be documented in the manual.",
"Weird Motion Blur with Simulation Nodes\nBroken: 3.6.2\n\nMotion Blur doesn't work properly with Geometry Nodes instances.\nAs shown in the rendered video, the motion blur seems to give weird results, the motion trails of the instanced particles from the Geometry Nodes (and Simulation Nodes) setup don't seem to follow their direction properly.\n\n<video src=\"attachment\" title=\"animation.mp4\" controls></video>\n\n[Test.blend](attachment)\n- Open file\n- Hit play to bake simulation until let's say frame 45\n- Render frame 45\n\n",
"Breaking nodes API changes for 4.0\n- [x] Remove `Node.width_hidden`\n- [ ] Complete \"Spline\" to \"Curve\"/\"Curves\" rename in geometry nodes\n- [ ] Stop storing node locations relative to their parents\n- [ ] Use a separate type for internal links (in RNA too) (see [D16960](D16960))\n- [ ] Use a separate type for node group interface inputs and outputs and node sockets\n- [ ] Use dynamically allocated `char *` array to store string socket default values",
"Hidden user for Geometry node group\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nNode group after delete still have user and do not appear in Orphan Data outliner.\n\n[2021-03-19_13-02-52.mp4](2021-03-19_13-02-52.mp4)\n\n- Open attached file or:\n - In the default Cube scene, open the Geometry Node editor\n - Press `New` and optionally rename to \"1\"\n - Duplicate the node tree and optionally rename \"1.001\" to \"2\"\n - In the node tree \"2\" add a group of the node tree \"1\" (If you switch to tree \"1\" you will see that tree \"2\" has 0 users)\n - Save the file with the tree \"2\" as the active\n - Reload the file saved\n - Switch to tree \"1\" (you will see that tree \"2\" still has users)\n[GN HiddenUser.blend](GN_HiddenUser.blend)"
] | [
"VDB Volume transformed in Geometry Nodes unstable results\nBroken: version: 3.4, 3.5.0 Alpha\nWorked: -\n\nWhen transforming a volume from a VDB file in geometry nodes the result is unstable.\n\n\nDownload both files to the same folder:\n[embergen_fire_a_11.vdb](embergen_fire_a_11.vdb)\n[volume.blend](volume.blend)\n\n* In the .blend drag the X parameter in the Geometry Nodes modifier.\n* Keep dragging it in both directions.\n\nYou should notice already a delay, and strangeness and eventually the volume will move off screen even if you re-set x to 0.0.\n\nThis doesn't happen for geometry nodes volumes (e.g., Cube Volume).\n\n\n"
] |
Texture baking error
[DxDiag.txt](DxDiag.txt)
Broken: 2.8 Alpha 2; Hash: 2c2c996a1b2
Worked: 2.79b
Can't bake any texture from selected object. Baking results in error message *Error handling selected objects*

When I copy-pasted the objects into 2.79b, the baking worked

Here is the .blend. Maybe I do something wrong, but I don't know what.
[2.8bake.blend](2.8bake.blend)
1. create a cube and make smart UV unwrap and create material for it
2. create a UV Sphere and create material for it
3. scale the sphere so it is clipping out of the cube (so it can be baked tot he cubes surface)
4. in Texture editor create a blank new texture
5. in Shader editor open material that the Cube is using and add here this texture and keep it selected
6. Select the Sphere, then press Shift and while holding it select the Cube
7. in Render tab select Render Engine as Cycles
8. Go to Render/Bake tab -- check Selected to Active and se Ray Distance to 0.5
9. Bake type set as Normal
10. hit Bake | [
"Particles cache ignores animated lifetime\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0\nWorked: not sure if it worked after 2.80, maybe it worked in 2.79, but I'm not sure.\n\nIf you animate the lifetime and bake the particles everything in the same blender session everything works correctly, no matter if you bake them to disk or to memory.\nWhen you save the file, and open the file again the particle cache is broken and it's loading all the animation with the lifetime present in the first frame, no matter if it's a disk cache or a memory cache.\n\n\nBlende file: [test.blend](test.blend)\n\nSteps to reproduce:\n\nYou can watch the video I did or follow this steps:\n\nVideo:[particle_lifetime_an_bug.mp4](particle_lifetime_an_bug.mp4)\n\n1.- Open the attached blend file with Blender 2.90 release\n2.- Clean the cache if there is one, change some parameter like particle count (don't touch particle lifetime, it's animated)\n3.- Bake the animation, and you will see the correct result\n4.- create a new file\n5.- reload our test file\n6.- you will see how the cache is not behaving correctly and it's ignoring the animated lifetime\n\nIt's impossible to trustworthy bake particles without this working, because not even the disk cache is working\n\n\n",
"Blender development todo list -- Import/Export\nNOTE: this is a direct dump of Import_Export (without cherrypicking the [still] valid items)\n\n## Blender files and Library linking\n\n- [ ] Mixing \"direct\" and \"indirect\" data not well supported #26706\n- [ ] Making local data which is still used in libraries, causes problems #44321\n\n## All Formats\n\nCurrently negative scales will flip faces for formats which don't store object transformations (obj, ply, stl ... etc). #35892\n\n## FBX\nSee [[Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX]].\n\n## Alembic\n- [ ] While Alembic exports particles as points and supports ParticleInstance modifiers it could also support particle duplication (dupliobjects etc.), see #54703\n",
"Crash when baking a normal map from procedural materials\nOperating system:\nManjaro w/ KDE\nGraphics card:\nNvidia GTX 1060 6GB\n\nBroken: 2.80 Beta, 5e626e766459, branch: blender2.7, 2019-06-13\n\n\nI've sculpted a high poly model from the lowpoly one - baking normals from that works fine.\nWhen I created procedural materials using Geometry Pointiness, Noise, a painted texture and other sources to create additional normal information - the baking crashes.\n\nHere's the project file. It's huge (781 MB), but compresses very well (turns out the painted texture was wasting a lot of space), without it the file is only 12 MB).\n\n[Barrel_02 08.zip](Barrel_02_08.zip)\n\nNormal map baked from Highpoly model to Lowpoly model:\n\nIf you disconnect the two materials on the highpoly model and just use a default Principled shader, it bakes fine.\n\n\nThe baking process crashes at various stages. First bake crashed after an hour or so, next attempts crashed much quicker.\n\nCrash logs:\n\n[Barrel_02 08.crash.txt](Barrel_02_08.crash.txt)\n\n[Barrel_02 07.crash.txt](Barrel_02_07.crash.txt)\n\n[Barrel_02 06.crash.txt](Barrel_02_06.crash.txt)",
"Interpolated children on object rendered particles not working\nOperating system: Manjaro Linux\nGraphics card: AMD Radeon rx570\n\nBroken: 2.60, 2.79, 2.80, 2.81, 2.82, 2.82a, 2.83, 2.90Alpha\nWorking: Couldn't find any\n\nCan't see any particles when there set to render as an object with an object selected and interpolated children\n\n\n1. Open this file: [particle_child_interp_bug_2_79.blend](particle_child_interp_bug_2_79.blend)\n2. Play animation\n3. In the particle children settings, set Interpolate \nor \n1. Create a particle system on a uv sphere,\n2. set the render type to object,\n3. select a 2nd uv sphere as the render object\n4. set the children to interpolated\n[Daily Challenge 80(particles galore).blend](Daily_Challenge_80_particles_galore_.blend)",
"Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n",
"Bake actions operator converting F-curves to linear\nOperating system: windows 10\nGraphics card: Nvidia RTX 3080\n\nBroken: ( 3.5.1 , e1ccd9d4a1d3 , master, 2023-04-24\n\nWorked: (3.3.8, 6a4c537c211e, master, 2023-06-19 )\n\nbaking actions (object or pose mode) converts F-curves to linear interpolation in blender 3.5 and 3.6 but the accuracy of keyframe placement is higher opposed to 3.4 and 3.3 where the interpolation of the curves remains unchanged but for complex custom interpolation the keyframe placement after bake is unaccurate \n\nuse the default cube to key a 30 frame loopable action (increasing the Z transform on frame 15 will do), \ngo to the graph editor, \nturn the handle type to free and make custom interpolations like the attached files\nbake action\nimage2: orginal unbaked\nimage1: baked in 3.6/3.5\nimage3: baked in 3.3/3.4\n\n",
"Artifacts appear in texture bakes [stripe pattern]\nOperating system: Windows 10 Pro 64-bit\nCPU: i7 4790\nGraphics card: GTX 1050\n\nBroken: Every Blender Build on this PC, Baking.\nWorked: never\n\nWeird artifacts appear in bakes, especially visible in the AO bakes (see attached images)\n\n\n\n\n\n[AOArtifacts_Test.blend](AOArtifacts_Test.blend)\n- Open blend\n- hit `Bake`",
"Set Active UV - new node\n\n\n---\n\nSee also: #98851 (Active UV - new node)",
"Cannot Apply Multi Objects\nOperating system: Linux-5.8.0-53-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14735 Core Profile Context 21.10\n\nBroken: version: 2.92.0\n\nWhen I try to apply scaling, rotation or location to a linked object (Alt+D) I get this error message:\n\"Cannot apply to a multi user: Object \"Cube.001\", Mesh \"Cube\", aborting\"\n \n- Scale the cube \n- Link it with Alt+D,\n- Apply scaling, location or rotation to one of the two cubes.\n\n[Blender 2021-05-30 00-10-18.mp4](Blender_2021-05-30_00-10-18.mp4)",
"Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n\n\nNot sure if this can be a bug. Please check.",
"Baking API: remove non-working baking to external image, also cleanup misleading error messages\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\n\nWhen baking for example an AO map, on a mesh, with no materials. You'll get an error stating you can bake to an external file [which was never implemented fully]\nSo that means the API would need to be cleaned up [non-working external save_mode removed, warning-/error messages adjusted]\n\nLoad new file,\ngo to bake tab\nselect ambient occlusion\nHit bake.\nNotice error, It suggests to save to an external file. But there is no option to select an external file.\n\n",
"Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405",
"Fire does not render if flow object had disabled Show in Renders\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nFire does not render if flow object had disabled Show in Renders\n\n[F_F_I_R.blend](F_F_I_R.blend)\n\n- Open file\n- Bake domain cache\n- Render\n",
"NLA: Support for Merge Strips\n**Preface:**\nI know this isn't the place for feature requests. However I plan on implementing this myself soon. This is more of a heads up and acts a way to get feedback before or while I'm working on it. Maybe I'm overlooking something or maybe the idea can be developed further. People can discuss problems and improvements here instead of within the patch comments itself. That way the important discussion can remain here for easier reference.\n\nEdit: Diff: [D8867: Feature: NLA Merge Strips](D8867)\n\n**Problem:**\nFor the animation layer workflow, the only way to combine strips into a single strip is to use the Bake Operator. However, it will always bake all active NLA strips to a single full replace strip. Effectively, this is a \"Merge All\" operator. There is no way to merge a selected set of strips. \n",
"soft body issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWith some soft body basic setting sometine the object go crazy and disappear, with almost same setting sometime it work fine. \n\nMake a Suzane and a subsurf by 3 applied, make a plane for the floor and make it collision.\nMake Suzane softbody and uncheck the goal button. Make pull and push a hight value (9.5 for exemple) and a hight Bending value (like 9). Bake it and see what append, if it work just tweak a little bit the setting and sometime the scene go crazy (Suzane disappear at frame 2 or 3).\nIf I reduce the poly count (suzane with subsurf at 2) it append less but sometime the same thing append.\n\n\n"
] | [
"Texture bake running out of memory.\nDebian Linux (sid), NVIDIA Corporation GP104 [GeForce GTX 1080]\n\nBroken: blender 2.8 git 2a2db39f3a6 to 10d7ebc469b (current as of this writing)\nWorked: blender 2.8 git cd48d4576ba (preceeding commit)\n\nAttempting to bake (diffuse colors) to a texture results in the following error:\nBaking: out of memory while creating BHVTree for object \"CubeBakeSource\"\n\nIn the attached blend file, hit the \"bake\" button (lower right). Works in git commit cd48d4576ba but gives the above error in git commit 2a2db39f3a6.\n\n[baketest.blend](baketest.blend)\n"
] |
Cycles Stereoscopic Render dies
Operating system: Linux waterboy 4.15.0-42-generic #45-Ubuntu SMP Thu Nov 15 19:32:57 UTC 2018 x86_64 x86_64 x86_64 GNU/Linux
Graphics card: 01:00.0 VGA compatible controller: NVIDIA Corporation GP106 [GeForce GTX 1060 6GB] (rev a1)
Broken: 2.80, e79bb957fc3 (linux-glibc224-x86_64)
Worked: 2.79.b+dfsg0-1 (deb ubuntu bionic main)
Switching on stereoscopic camera causes render to fail. To be precise: It starts to render the left cameras view (which is shown in red) and crashes when done with that view.
It does not matter what type of projection is used, nor does it matter which rendering device is selected.
This bug does **not** affect Eevee.
- start from scratch
- select cycles renderer
- switch on **Stereoscopy** in output
- render
[stereo_cycles_bug.blend](stereo_cycles_bug.blend)
[system-info.txt](system-info.txt)
| [
"Switching image color space doesn't work on grayscale images in Cycles\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060\n\nBroken: 3.0 release, 3.1 daily build (e6ca0b33e920)\n\nSwitching image's color space doesn't work on grayscale images in Cycles. Eevee and image editor displays image correctly, RGB images are also displayed correctly.\n(Tested on current 3.0 release build and today's 3.1 daily build, haven't checked older blender versions)\n\n[Test.zip](Test.zip)\n1) Open the attached file, go into rendered view\n2) Compare rendered image to the one opened in the image editor\n3) Switch to Eevee, image now displays as it should\n4a) Interesting thing, if you pack the image into the blend file using External data>Pack resources and switch to solid view and back to rendered, image updates and displays correctly",
"(Camera) Motion blur renders wrong (does not cancel out) when a mix of parenting and (baked) object animation is used\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nwhen I parant a camera (looking for a simple cube) and the cube (who is the camera looking for it) to any other object, if the parent object is rotating, it will rendered fine but if I baked the action of the camera, and renderd the same frame it will be very in coorect motion blur, to fix the issue I have to bake the camera and all the objcects that appear on it, \n\n\n[motion blur bug.blend](motion_blur_bug.blend)\nopen the attached blend file, you will find a very simple scene with a camera, cube and a light are parented to a rotating empty object, just press render at frame 2 (which at the meddle of rotation) and it will render the motion blur very good (you will not see any motion blur which is logic because the camera and the cube are parended to the same object), but after that just bake only the camera (with selected object, visual keying and clear parent enabled) and render the same frame, it will give very unlogic motion blur, after that bake also the cube and the light and redner the same frame, it will render very good, this issue is only on rotating parent object bun in location it works very good, also I tested it on blender 2.7 and the same issue are there\n\n\n\n",
"Slow camera view navigation in Cycles rendered shading mode with many instances\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\n\nWhen looking through camera and navigating the viewport (with Lock Camera to View for example), the movement is much slower than a regular perspective view. This happens in rendered shading mode with Cycles, when many object instances are in the scene. Instances can be generated with Geometry Nodes or the old particle system. Also they don't even have to be visible on screen, you could be looking at a single cube somewhere to the side, and the camera navigation will still be slow.\n[camera navigation bug.blend](camera_navigation_bug.blend)\n\n\n - Use the provided file\n - Switch to rendered mode and disable overlays\n - Try looking around\n - Switch to camera view\n # Navigation should be much slower and unresponsive\n\n\n\n",
"Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405",
"crash when changing viewport shading to wireframe mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14760 Core Profile Context 21.2.3 27.20.14535.3005\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-04-23 20:25, hash: 17fca62fff9b, type: Release\nBroken: 2.81\nWorked: 2.80\n\n\nif you have a high poly mesh and try change the shading mode to wireframe. depending on the model it constantly crashes.\n\n\nI noticed this trying to make a retopo of a character. I tried to check what was causing de crash by deleting each object and testing the wireframe. \n\nI deleted everything but the main body mesh, without any uv map, vertex color or any other thing that could make it heavier, and also I tried reseting factory settings.\n\nI would send the file but its 200mb, the main mesh has about 4million vertices.\n\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe",
"Stereo Panorama in EEVEE\nStereo panorama is challenging on its own since we need to support slice rendering.\nNo plans to support this in the viewport, but at least for rendering.\n\nTo be tackled after #68991.",
"Stereo 3D settings not shared between main window and children\nBroken: 2.83\n\nIf you render (or create a new window that is not a Main Window you don't see the menu to change the stereo mode.\n\n(based on the original report, though saving and re-loading is a bit irrelevant here)\n\nOpen blender with a camera pointing at a camera\nGo into scene view and turn on; \n- Stereoscopy\n- Stereo 3D mode (not Multi-View)\n- Views > Stereo 3D (not individual)\n\nDo a test render and notice how the blender render window shows anaglyph fine.\n\nSwitch to a different stereo mode e.g., Interlace and notice how the render still displays an anaglyph image.\n\nThe stereo setting of the main window doesn't get shared between the children windows.",
"Move some parameters to Blender's DNA\nThese parameters are supported (or going to be) by EEVEE-Next, and we should avoid duplicating the settings for each engine:\n- Motion blur curve\n- Panoramic camera settings\n- View Layer material override\n\nThis is a big change and 4.0 should be the right time to do this.\n\n",
"2.8: Python API: Changing area type on frame change crashes Blender\nOperating system: Windows 10\nGraphics card: Quadro P4200/PCIe/SSE2\n\nBroken: 2.81a (also crashes in 2.79 and 2.80)\n\nI am attempting to sample the individual frames of an image on frame change, using a solution similar to the one described here: 5. I cannot seem to set the viewer area, however, from this context, as `bpy.context.screen` is `None`, and `bpy.context.window_manager.windows- [x].screen` seems to crash Blender in some situations.\n\nFrom the default startup file, run the following basic code:\n\n```\nimport bpy\n\ndef on_frame_change(scn):\n bpy.context.window_manager.windows[0].screen.areas[0].type = \"IMAGE_EDITOR\"\n\nbpy.app.handlers.frame_change_pre.append(on_frame_change)\n```\n\nRun the `Render Animation` operator to crash Blender.\n\nNote: This code runs fine when playing the animation in the 3D Viewport. It seems that this bug relates to the render context only.",
"Eevee render display error in orthographic camera mode: Mesh material color changes during scaling \nOperating system: Win7 Home Premium 64-bit, SP1\nGraphics card: Nvidia GeForce GTX 750\n\nBroken: 2.80, c9df453ce70b, blender2.8, 2018-12-21\n2.80, d96596de294e blender2.80, 2018-12-31\n\nWorkspace: Layout\nObject mode\nDisplay rendered view: Eevee (other rendered views with Cycles, etc. do not have this problem)\nCamera orthographic view (!! in perspective or panoramic view, problem is not there)\nCamera type: orthographic\nLight: Sun shining perpendicular onto objects\n\nThree cube mesh objects with individual materials\n- Principled BSDF\n- Base Color (either Red, Green or Blue)\n\nThe *scaling** of one or more objects changes the color appearance in the camera view *and* in rendering.\n\n**scaling*can happen either:\n- pressing 's' key and move mouse\n- changing scale values in transform tab\n\n - > I thought there seemed to be an dependency on scale values. For example, scaling to 1.0 would always be a lighter tone than in a different scaling factor. But simply pressing 's' to scale and escaping can change the color tone of the mesh as well.\n\nThe direction of the sunlight makes of course a difference when viewing the objects, but after changing sunlight angles there is still the color changes during scaling.\n\nBlend file attached.\n\n\n - Select Display render preview \n - Simply choose one or more cubes \n # scale these slowly and the color will change from a fade color to a strong color infrequently\n\nIt seems the problem is the camera orthographic mode!?\n\n[Scale-Color-error.blend](Scale-Color-error.blend)\n",
"Regression: Failure to render stereoscopy correctly in background (rendering of curve objects with cycles and motion blur)\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon Vega 8 Graphics (raven, LLVM 15.0.6, DRM 3.47, 5.19.0-41-generic) AMD 4.6 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.1\n\nCaused by b32f5a922f05989ff129c3d266ebbed14b751e2a\n\nIn stereoscopic rendering with cycles curve objects are missing (mesh objects are fine) for the right eye if motion blur is activated. This only occurs in rendering without GUI via command line.\n\nCreate new \"General\" file\nDelete Cube\nAdd Bezier-Curve\nSet Curve Data-Properties: Geometry-Bevel Depth to 0.1 m\n\nRender Properties: Cycles; Motion blur: ON\nOutput Properties: Stereoscopy ON\nSet Framerange from 1 to 1\nsave as \"test.blend\"\n\nRender animation from GUI -> works properly\nCommand line: \n$ blender --background test.blend -a\n\nproduces a frame without the curve for the right eye.\n\nThe bug has similarities to the one reported by @SimeonConzendorf in /blender/blender/issues/70114#issue-38464 several years ago (Version 2.81). The bug seems to have irregularities, I had a similar behaviour in version 3.0.0 where it occured not in every frame in a quite complex scene. But I was not able to reproduce it in a simple way. The uploaded file doesn't reproduce the bug in that version and 3.0.1, but after these in 3.1.0, 3.3.1 and the actual daily build blender-3.6.0-alpha+main.d5fc1b9ba4b8-linux.x86_64-release \n\nI uploaded smaller anaglyph images instead of the separated images for better illustration.\n\n",
"Investigate renaming the \"Video Sequencer\" editor\nFor a long time, the video editing component of Blender has been referred to as the \"Video Sequence Editor\" later shorted to just \"Video Sequencer\".\nHowever, this is slightly problematic as it is confusing with the \"Sequencer\" view type.\nIn the future, we may add different view types such as some sort of audio view or some sort of special color grading tooling.\nTo combat the potential confusion between the \"Video Sequencer\" editor and \"Sequencer\" view type, I propose that the editor be renamed to simply \"Video Editor\" which also complements \"Image Editor\"",
"Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n",
"EEVEE NEXT: Memory leak when switching render type\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\n\n```\nError: Not freed memory blocks: 1, total unfreed memory 0.000038 MB\n```\n\n1. Start render default cube in cycles\n2. Switch no eevee next (render turned to black)\n3. Closed blender",
"Can't setting camera.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.19\n\nBroken: version: 3.6.1\n\n\nWhen I render, will jumpback to the camera.002\n\n"
] | [
"Stereo rendering with Cycles crashes in 2.8\nOperating system: Linux. elementaryOS 0.4.1\nGraphics card: GTX980\n\nBroken: 2.80 Beta, 4d115f2\nWorked: 2.79\n\nBlender crashes when you try to render a stereoscopic image with Cycles\n\nSet render engine to Cycles, enable Sterescopy, render --> Crash\n[stereo_crash.blend](stereo_crash.blend)"
] |
Stereo rendering with Cycles crashes in 2.8
Operating system: Linux. elementaryOS 0.4.1
Graphics card: GTX980
Broken: 2.80 Beta, 4d115f2
Worked: 2.79
Blender crashes when you try to render a stereoscopic image with Cycles
Set render engine to Cycles, enable Sterescopy, render --> Crash
[stereo_crash.blend](stereo_crash.blend) | [
"Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n",
"Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)",
"Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n",
"Crash when using OCIO v2\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0 Release Candidate\n\nWhen I used OCIO v2 config file and used Cycles for rendering with Optix, it worked for viewport rendering. But if I pressed F12 for final render, Blender 3.0 crashed when the render was finsihing.\nI tried with a few scenes even if the Blender default scene still crashed. Then I tried rendering with CPU, it still crashed.\nI also tried in Blender 2.93.5. It crashed again even if the render didn't start.\nI downloaded the OCIO v2 config file from ocio_v2_demo.html.\n\nWhen I used OCIO v1.2 config file, Blender worked perfectly.\n\n[test-ocio2.txt](test-ocio2.txt)\n- Set the OCIO environment variable to the location of the test-ocio2.txt config file.\n- Start blender and set Cycles as the render engine\n- F12\n\n-----\nOCIO v2 Config\n{[F12676993](image.png) size=full}\n\nBlender 3.0 crash video\n[Crash.mp4](Crash.mp4)\n",
"Cycles HIP rendered viewport crashes system/GPU on Linux with RDNA2 GPU\n Operating system: Fedora Linux Release 36 - Linux-5.18.16-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 6900 XT (sienna_cichlid, LLVM 14.0.0, DRM 3.46, 5.18.16-200.fc36.x86_64) AMD 4.6 (Core Profile) Mesa 22.1.5\nROCm Version: rocm-5.2.0\n\nBroken: version: 3.2.2\nWorked: never\n\nWhen using HIP on AMD GPU together with Cycles GPU Rendering my entire system freezes when using the rendered viewport, and I have to hard-reset the PC. I think it's the GPU /GPU-driver that crashes. \nKernel messages from journalctl suggest amdgpu (kernel module?) crashing (see attached) [journalctl.txt](journalctl.txt)\n\nThe crash is not always immediate and might instead only happen after using the rendered viewport for a while or switching back and forth between textured and rendered a few times.\n\nRendering with F12 works fine and I have observed no other crashes as long as I don't use the rendered viewport.\n\nI have only started using blender a few days ago creating procedural textures in the node editor and using the rendered viewport all the time and the crash didn't happen once.\nNow that I started working with image-texture-based assets like in the attached .blend file this problem started happening.\nMaybe it's related with this issue: T97591\n\nCan I somehow get more detailed debug output from blender? The \"-d\" switch didn't generate much more relevant output.\n\nI could reliably reproduce the issue by following these steps [test.blend](test.blend)\n1) Open up two Blender instances with the attached .blend File loaded and have the viewport running in rendered mode\n2) move the viewport in the first instance to get it to \"refresh\"/re-render\n3) while the first instance is still working - move the viewport in the second instance - for me the System/GPU freeze/crash happens right there. \n\n--\nlet me know what info I can provide to help.\n\nThank you!",
"Blender crashes with certain geometries (e.g. tweaked Jiggly Pudding simulation demo file)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\nWorked: Unsure\n\nWith certain geometries, Blender will freeze then crash. I have included a demonstration in the video attached below:\n<video src=\"attachment\" title=\"Jiggly Pudding Crash.mp4\" controls></video>\n\n1. Download the Jiggly Pudding demo from demo-files/\n2. Follow the steps outlined in the video attached above. The steps in the video are as follows:\n a. Open the Jiggly Pudding file.\n b. Select the Pudding and open a geometry node editor.\n c. Inside the Simulation zone there is a node with the title \"Scale\". Change the Scale from 0.85 to 10 or something higher.\n d. Open a 3D viewport (if you haven't already) and press play in the time line.\n e. Blender will freeze and crash.\n\n",
"Blender 2.92.0 crashes when baking steam simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nCPU: Intel Core i7-8700K\nMemory: 32 GB\n\nBroken: version: 2.92.0\nWorked: I have not tried any other version than 2.92.0 (sorry)\n\nI tried to make a simple steam simulation following the steps described here: watch?v=_K0XsHht6pg. It crashed while baking, and tried to simplify the setup with a minimal set of objects, and it still crashes after baking about 30-50% of the 300 frames.\n\nFollow the steps as described in the video watch?v=_K0XsHht6pg\n\nAttached is .blend file that I tried to make as simple as possible: [steam.blend](steam.blend)\n\n - Open the attached file\n - Press \"Bake Data\" for Physics Properties for the cube\n - Blender crashes after 30%-50% of baking\n\nI have not tried a newer experimental release or an older release.\n\nI was able to reproduce the issue with the default 32 Resolution Divisions (which is way faster to reproduce than the 160 in the included file). I then tried experimenting which exact setting caused the crash. I got it to crash with Adaptive Domain disabled, and Gas Heat 1.5 and Dissolve Time 30, but now I'm not able to reproduce anymore with any setting (at least with 32 Resolution Divisions).\n\nAfter some more experimenting, it seems it randomly crashes and sometimes works. It is definitely reproducible with 32 Resolution Divisions. I kept all settings as I had before, which had worked successfully, but then changed the Time Scale to 0.8, and then it crashed again when baking. However, it had previously crashed at least once with the exact same settings with which I had also successfully baked (and the Time Scale at the default 1.0), so it is not the Time Scale that is causing the issue.",
"Blender crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\n",
"Hair particle system altering display percentage crashes Blender.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nChanging the percentage value in the Viewport Display section causes Blender to instantly crash.\n\nSet the display percentage with the currently active particle system\n[field_3400_autosave.blend](field_3400_autosave.blend)",
"Decals crash Eevee on AMD graphics card\nOperating system: Linux 6.2.7 Manjaro \nGraphics card: AMD 7900XT\n\nBroken: 3.3LTS, 3.4.1\n\nUsing decals will crash blender in Eevee. cycles works\n\nas an example file please see the .blend that was linked here by the decalmachine creator: 66438\n\nThe issue there is unrelated but the file can serve to show the issue I am having. The moment I switch to rendered view or materials preview blender will crash. I see no error message in console. The log files states just: \n\n```\nbpy.context.space_data.shading.type = 'RENDERED' # Property\nbpy.context.space_data.context = 'RENDER' # Property\nbpy.context.scene.render.engine = 'BLENDER_EEVEE' # Property\n \n```\n\n",
"Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash",
"Extremely frequent crashing when using the compositor. Especially when using the glare node.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I believe it was far more stable before the realtime compositor implementation. (Blender 3.3-ish)\n\nBlender crashes extremely frequently when using the compositor on my system, especially when the glare node is being used at all. Does not seem related to vram or system specs, and looking through logs has not come up with any errors - it just closes.\n\nAdjust compositor glare node values with the viewer enabled. It seems to crash within a minute of doing so, usually sooner.\n\n",
"Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) ",
"Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: \n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```",
"simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue."
] | [
"Cycles Stereoscopic Render dies\nOperating system: Linux waterboy 4.15.0-42-generic #45-Ubuntu SMP Thu Nov 15 19:32:57 UTC 2018 x86_64 x86_64 x86_64 GNU/Linux\nGraphics card: 01:00.0 VGA compatible controller: NVIDIA Corporation GP106 [GeForce GTX 1060 6GB] (rev a1)\n\nBroken: 2.80, e79bb957fc3 (linux-glibc224-x86_64)\nWorked: 2.79.b+dfsg0-1 (deb ubuntu bionic main)\n\nSwitching on stereoscopic camera causes render to fail. To be precise: It starts to render the left cameras view (which is shown in red) and crashes when done with that view.\nIt does not matter what type of projection is used, nor does it matter which rendering device is selected.\n\nThis bug does **not** affect Eevee.\n\n\n- start from scratch\n- select cycles renderer\n- switch on **Stereoscopy** in output\n- render\n\n[stereo_cycles_bug.blend](stereo_cycles_bug.blend)\n\n[system-info.txt](system-info.txt)\n"
] |
Blender Crashes in Sculpt Mode with dyntopo while pressing `esc` key
Windows 10; NVIDIA GeForce 550ti & GeForce 650
Broken: 2.76b f337fea
Blender Crashes when I am sculpting in Dyntopo and I am in the middle of a Grab or Snake Hook drag and I hit the `escape` key, Blender will close out.
- Go into Sculpt mode
- Select "Snake Hook" or "Grab" brush
- Turn on dynamic topology
- start pulling mesh out
- While LMB is still pressed (or Wacom Stylus is still in contact with screen), press ESC and the application will crash
This does not occur when dyntopo is disabled. The easy solution is for me to not press ESC while doing my sculpting. Unfortunately, once in a while I will get stuck in some action regardless of where my stylus is and I hit `esc` in hopes of cancelling whatever action is going on. It makes me sad even though I save often.
Thank you!
Ryan
| [
"Sculpting, Auto-Mask Topology does not work when dynamic topology is active\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.1\nWorked: Don't know, tried with 3.0.1 and also didn't behave as expected\n\nIn sculpting, auto-mask topology is ignored if Dyntopo is on.\nWeirdly it works with the smooth brush.\n\n- New file\n- Edit mode on cube, duplicate mesh\n- Sculpt mode, take any brush except smooth\n- Enable Advanced -> Auto-Masking -> Topology\n- With dynamic topology off it behaves as expected\n- With dynamic topology on the setting is ignored\n(Except it works both times with the smooth brush)\n\nExample attached. Move scrape brush over the cubes, will affect both. Turn off dyntopo, will affect only one.\n[sculpt-topology-automask.blend](sculpt-topology-automask.blend)\n\n",
"Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)",
"3D cursor sometimes can't do absolute grid snap\nOperating system: windows 10 v2004\nGraphics card: GTX 970\n\nBroken: 2.83.5\nWorked: none\n\n3D cursor sometimes can't do absolute grid snap.\nHere is the link of the bug capture. \n[Bug capture on YouTube](QzOqgiRM97c)\n\n\n\nDon't know how to reproduce from scratch, but many of my blender files has the same problem.\n[base.blend](base.blend)",
"Regression: Crash when Sculpting on a mesh from a GP Lineart Modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (W11)\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.2, 4.0.0 Alpha\nWorked: 3.1\n\n\nWhen trying to sculpt a mesh in an assigned collection that a grease pencil lineart modifier references and the layer it is drawing to contains Grease Pencil strokes - it will instantly crash Blender. \n\n\n1. Download and extract zip to get the test blend file\n2. Load attached file with Load UI off\n3. Select the bust, it is in a GP lineart modifier collection \n4. Go to sculpt mode\n5. Try sculpt\n6. Crash\n\nAlternative steps:\n1. Create new scene\n2. Create a sphere\n3. Create a Grease Pencil object\n4. Add sphere to a new collection\n5. Select the GP object and add a lineart modifier\n6. Reference the sphere collection in the modifier\n7. Assign layer and material to the modifier\n8. Draw in the same layer in Draw mode of the GP\n9. switch to sculpt mode\n10. Try sculpt over sphere surface\n11. Instant crash\n\n",
"Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash",
"LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n",
"Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n",
"Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)",
"Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n",
"Edit Dyntopo Detail Size: Add resolution value for visual feedback\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar.\n\n## Issue\n\nWhen using the `sculpt.dyntopo_detail_size_edit` on `R` while Dyntopo is set to 'Constant' or 'Manual' Detailing in the dyntopo settings, \nit can easily happen that the overlay doesn't show the wires that indicate the resolution.\nThis happens when the value is much higher than the current brush size, like when working on a very small object.\n\n\n\n## Suggestion\n\nIt would be give better feedback to the user that this is happening by displaying the 'Resolution' value\n- in the header\n- in the viewport itself, like with `object.voxel_size_edit` on the same shortcut.\n\nThe first solution would be the easiest and most consistent with other operators.\nThe second solution is also very welcome but would need the text to be placed outside of the brush cursor (Perhaps even dynamically placed depending on the availible viewport space).\n\n\n\n",
"Crash on forcing laptop to sleep when rendering animation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\nCpu AMD Ryzen 7 4800h\n\nBroken: version: 3.3.1\nWorked: Maybe never? (able to reproduce in 2.83)\n\nblender crash when I wake up my laptop , I lost my unsaved file\n\n- Open .blend file\n- Start render animation\n- Force laptop to sleep {nav Start -> Power -> Sleep}\n[test1.blend](test1.blend)\n[test1.crash.txt](test1.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n",
"Blender crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\n",
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"Scroll drag stuck after specific MMB click\nBlender 2.80rc1, 2.83 (sub 2)\n\nHere is the video\n[2019-02-26_06-35-31.mp4](2019-02-26_06-35-31.mp4)\n\n - Open Blender\n - In `Preferences -> Interface -> Menus` enable `Open on Mouse Over`\n - Close preference windows and go to any paint/sculpt mode\n - Display the sidebar and go to the Tool tab\n - Move mouse pointor over brush`s big icon and before it reacts with highlight (brush-search window appear) press and hold MMB\n - Then LMB to discard.\nNow scroll sticks. It releases after Esc or MMB. But at first I was forced to restart blender, because pointer stuck there.\n",
"No space mouse support in --debug mode\nOperating system: macOS 12.6.7\nGraphics card: Apple M1 Max GPU\n\nBroken: 3.6.1\n\nConnexion Space Mouse does not work if Blender is launched with --debug.\nNormal launch works.\nIs this related to #93170 ?\n\nLaunch Blender with --debug\nTry to use Space Mouse\n\n"
] | [
"quitting while using dynotopo (dynamic topography) if you press ESC\nCPU: Intel XEON E5 2683 V3 (ES)\nRAM: 65536 MB (ECC)\nGFX: 2x PALIT nVidia Geforce GTX 780, 3072MB\nOS: Windows 10 PRO\nDrivers: nVidia Driver 355.82\n\nBroken: vers: 2.75 a date: 205-07-07_14:56 hash: c27589e\n\n**Error description**\nQuitting while using dynotopo (dynamic topography) if you press ESC\nThis happens every time. Also with a new and clear file and using the standard cube.\nI've tried different brushes with and without dynotopo, only with dynotopo enabled that happen.\n\nEntering Sculpt mode\nactivate dynotopo\npress with right mouse botton on the mash and drag\nPress ESC while dragging\nBlender quit. without any promt."
] |
Blender selecting vertices through mesh
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67
Broken: version: 3.6.1
[Blender Selects vertices on other side of mesh]
[Make a torus (thick one), add subdivision, duplicate the top part for icing, add solidify modifier, apply the subdivision for icing, select the icing and go into edit mode and select some random vertices and check with x-ray mode, you will see sometimes it selects the vertices on the other side of the icing ]
| [
"Border/Lasso Select Tool Option\nBorder/Lasso select currently only allows select, other tools support more advanced options (internally boolean add/sub/and/xor).\n\nThis task isn't huge but needs to be done for all border & lasso select operation.\n\nThe option will be exposed via the tool system, later we may expose it from the border select gesture too.",
"keyboard shortcut to switch between vertex / edge / face not present in tooltip\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nI rely on the tooltips to learn keyboard shortcuts.\nWhen hovering above the vertex / edge / face select button, the shortcut to enable this button is not mentioned.\nexpected: \nVertex Select: 1\nEdge Select: 2\nFace select: 3\n",
"Merging vertices keeps vertex groups from one vertex, discards others\n[merge_vgroup_bug.webm](merge_vgroup_bug.webm)\nBroken: 2.80, d3870471edd7, 2019-02-12\n\nWhen merging vertices (either directly or using \"Remove Doubles\"), vertex groups are only inherited from one vertex and the others are discarded (effectively at random). Expected behavior is that all vertex groups assigned to the vertices to be merged will be inherited.\n\nDoing the same but with materials instead of vertex groups results in expected behavior (all materials assigned to the vertices to be merged are inherited), so I guess there's a case to be made for consistency.\n\n - Open the attached .blend file\n - Note that the vertex group \"top_group\" contains all top vertices and \"bottom_group\" contains all bottom vertices\n - Select all vertices\n - Remove Doubles\n # Note that the merged vertices only inherited vertex groups from either \"top_group\" or \"bottom_group\", instead of both\n[merge_vgroup_bug.blend](merge_vgroup_bug.blend)",
"UV Editor Snap Active to Vertex is Not Working\nOperating system: Linux-5.19.0-38-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01\n\nBroken: version: 3.5.0\n\nI can not snap active to vertex, no matter what I try it acts like it is in median mode.\n\n\n\n\nIn the startup file snapping is enabled. In the uv editor try to move the selected vertex to snap to another vertex. Or try to snap a face instead, same issue. Sync mode on/off doesn't change the behavior.\n\n",
"Freestyle Lines Stopping Short of Vertices & Partially Failing\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 27.20.100.8682\n\nBroken: version: 2.92.0\n\nSee attached PNG file: Freestyle lines sometimes do not reach vertices - sometimes by a long way; and on some edges they are completely absent when they should be present.\n\n[The PNG file also shows a shadow problem which has been submitted separately: T88013 ]\n\nOpen the attached .blend file and press F12 ('Render').\n\n[BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend](BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend)\n\n\n\n",
"new boolean difference meshing issue with surfaces\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 775M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: New Boolean code - version: 2.91.0\nWorked: Old Boolean code works\n\nnew boolean code does seem to have mesh intersection issues\nwhen dealing with a solid it works better\n\nintersect to surfaces \nadd a boolean difference modifier\n\nto make it work add a solidify modifier before the boolean modifier\n\n[Boolean Issue.blend.zip](Boolean_Issue.blend.zip)\n\n\n\n\n",
"Knife Tool: incorrect interaction with Array modifier when the Merge \"First Last\" option is set\nOperating system: Win10\nGraphics card: nVidia 1070\n\nBroken: 2.80 (sub 44), branch: master, commit date: 2019-02-14 04:22, hash: caa8e7ff2894\nWorked: not sure\n\nWhen the Merge First Last option is set for an Array modifier, it seems like hidden, virtual geometry is picked up while using the knife tool to cut across the surface of the primary shape.\n\nThis results in an improper cut.\n\nBad in-progress cut:\n\n\nBad confirmed cut: \n\n\nGood cut -- with the First Last option turned off:\n\n\n[array-bug.blend](array-bug.blend)\n- Create a simple shape and array it in a radial fashion so that the first/last vertices of the shape are eligible for merge\n - Or just load the attached .blend\n\n- Attempt to make a cut across the main shape with the Merge First Last option set\n- Notice that the cut line is picking up some hidden edges somehow -- perhaps due to triangulation?\n- Confirm the cut and notice it's still incorrect and pretty weird",
"Mesh Normals and Auto Smooth in 4.1\n## Background\n\nThis document describes changes to the calculation of mesh normals meant to address some of the performance and usability problems, non-exhaustively listed here:\n- Vertex normals are always calculated, even if the shading is sharp and they are unnecessary.\n - Similarly, when auto smooth is enabled, per-face-corner normals are always calculated, even if the mesh is shaded entirely smooth or sharp.\n- \"Auto Smooth\" is a mesh property, even though it can be exposed more intuitively as an **action** applied to meshes.\n - As an action, auto smooth is unified with other ways to control the sharpness of mesh edges and faces, unifying the system and removing the need to learn another method of control.\n- The **extra step** of enabling auto smooth is required to have mixed sharp and smooth shading.\n - For example, marking sharp edges on a smooth shaded mesh doesn't do anything. That's why some modifiers have to tell you to \"Enable Auto Smooth in mesh properties!\"\n- Without further configuration, auto smooth **always recalculates** sharp edges. With deforming meshes, it generally makes no sense to change sharp edge flags over deformation.\n - Even understanding this issue is confusing because, as mentioned, auto smooth is portrayed as a property rather than an action.\n- Using custom normals forces calculating normals per-face-corner, even in cases where splitting normals across edges isn't necessary. This is much worse for performance.\n- Custom normals are always stored as `short2` in a special coordinate space defined by the automatically calculated normals. Converting to and from this coordinate space is expensive.\n - This forces calculating automatic face corner normals to view them, even if the custom normals were hypothetically generated procedurally.\n - Custom normal spaces also make per-vertex custom normals impossible.\n\n## Solutions\n\n### Procedural Custom Normals\n\nTwo new geometry nodes features can allow reading and writing custom normals in a procedural context.\n\n1. **Set Custom Normals** has a choice between creating vertex and face corner normals, a vector input, and an option for whether to write normals in the stable-over-deformation custom normals space (the one currently used for custom normals), or as regular vectors.\n - The last part represents another new feature. If they are stored in this \"plain vector\" format, further use of normals doesn't have to recalculate anything, compared to the existing custom space system, where the automatic normals need to be calculated to find the actual custom normal vectors. That works well when normals are set procedurally at the end of modifier stack anyway.\n - With the vertex domain, only the plain vector format would be supported, unless we wanted to add another normal space option for vertices.\n2. The **True Normal** output/node adds to the existing \"Normal\" node. It outputs normals without custom normals.\n - This could be a new node, or a new socket to the existing \"Normal\" node.\n - Versioning would replace existing nodes with this output.\n\nFor the \"plain vector\" format, the regular `float3` attribute type can be used. Potentially, meta-data could tell geometry processing algorithms to interpolate the attribute differently if they support it (a simple case is the \"Transform Geometry\" node). But generally the existing custom normals space `short2` storage should be used if better interpolation is necessary.\n\n#### Curve Normals\n\nCustom normals should be possible for curves too, though with a separate node since the options are different. The existing \"Set Curve Normal\" node can be used to set custom per-point normals. These may be automatically changed later to make them perpendicular with the tangents.\n\nThe creation of a per-curve \"up\" vector attribute to influence the starting direction used for normals calculated automatically with the existing modes could be supported too.\n\n\n### Replace \"Auto Smooth\"\n\n\n_The existing auto smooth option_\n\nBy writing to the `sharp_edge` attribute, we can have the same effect as auto smooth with a geometry nodes modifier. Versioning code replaces the property with this modifier.\n\n\n_The modifier that replaces the property_\n\nThe modifier keeps the same behavior as before, but often it isn't necessary to change the sharp edges in the modifier stack-- doing it once in edit mode is enough. Similarly, applying the modifier can avoid changing sharp edges over deformation and give better performance. Using a modifier also gives an intuitive way to disable the effect in the viewport, without requiring drivers.\n\n\n_This existing edit mode operator is also useful_\n\nTo keep the existing behavior accessible, an new operator with the same \"Auto Smooth\" name can add this modifier. Eventually though, the node group should be moved to the Essentials asset bundle. That can happen as soon as we have a quick way to add node groups assets as modifiers in the property editor.\n\nCombined with the next auto-domain-choice change, this gives proper control of split face corner normals to geometry nodes. Without the auto smooth option, joining meshes with different sharp/smooth attributes would just work, without relying on the first mesh having auto smooth set. Having the final sharp edge status as part of the visible state of the mesh is essential to make this work.\n\nUsing modifiers for this sort of behavior unifies Blender's design to use user-controllable geometry nodes for geometry processing operations. This design is more obvious in the big picture considering a future where \"everything nodes\" improves the consistency, power, and reliability of Blender features, makes UX more consistent, and improves the development process.\n\n### Automatically Determine Necessary Domain\n\nWith the `sharp_edge` and `sharp_face` boolean attributes, we have all the information we need to know whether we need normals per-face, per-vertex, or per-face-corner. This information is important, because the performance difference between the three is quite large. When the mesh is entirely sharp, face normals are enough. When the mesh is entirely smooth, we need to calculate vertex normals. If there is a mix, we need \"split\" face corner normals.\n\nThis change makes the \"Auto Smooth\" property unnecessary, since one of its main uses was to avoid the performance cost of face corner normals. It's easy to figure the necessary normals automatically, completely removing this step in using mixed smooth and sharp shading, without paying a performance cost in the simpler cases.\n\nThe previous workflow:\n- Enable auto smooth\n- Set auto smooth angle, or set to 180 degrees for complete manual control \n- Run \"Shade smooth\"\n- Mark some edges sharp\n\nThe new workflow:\n- Run \"Shade Smooth\"\n- Mark some edges sharp\n\nPartially this is just a performance optimization (enabled by the removal of auto smooth as a property), but it's also a conceptual change. After the change, the sharp shading status is clearly part of the visible state of the mesh that can be \"frozen\", it's only the shading that's automatic. Before, both of those things were automatic, happening only internally.\n\n## FAQ / Common Concerns\n\n1. This disrupts implicit instancing of objects using the same mesh\n - Implicit sharing of mesh data negates negative aspects of this.\n - Applying the modifier removes the issue completely. Since there aren't any other modifiers, there shouldn't be much of a downside to this anyway.\n - In the future, the \"auto instancing\" could take identical modifiers into account.\n2. Managing auto smoothing on many objects may get more difficult\n - As more features are tied to geometry nodes and modifiers recently, this is clearly a more general issue.\n - It's easy to imagine features to add or remove a modifier on all selected objects.\n - The existing \"hold alt\" feature already works with modifier visibility.\n - The \"Copy to Selected\" modifier feature is also important here.\n3. How accessible is the feature now?\n - Extending add modifier menu with assets (#111717) combined with searching of menus and remembering recent searches (all planned for 4.0) addresses this\n - While the location of auto smoothing moves, and has to be relearned, the consistency and flexibility is worth it\n4. This impacts exporter's special features relating to auto smooth\n - It is true that handling auto smooth as a special feature in exporters becomes more difficult. My hope is that the simplification of behavior (no need for the option, just working with sharp tags, etc.) offsets the downside of this.\n5. There is extra \"stuff\" in geometry nodes modifier panel\n - The extra unused panels can be removed one the node panels features make their way to the modifier.\n - The data-block picker doesn't have to be displayed when adding modifiers from assets, but that is lower priority.\n\n## Technical Info\n\n| Sharp Edges | Sharp Face | Normal Domain | Approximate Cost |\n| ----------- | ---------- | ------------- | ---------------- |\n| All True | All True | Face | 1.0x |\n| Any | All True | Face | 1.0x |\n| All True | Any | Face | 1.0x |\n| All False | All False | Vertex | 4.0x |\n| Mixed | Mixed | Face Corner | 10.0x |\n\nA function `eAttrDomain Mesh::normal_domain_all_info() const;` gives us this information. We can use its result to optimize normal sampling in many places. Viewport drawing would be one important example.\n\nCorner normals are now shared with a `SharedCache`, meaning they don't have to be recomputed just because a mesh is copied.\n\n## Implementation TODOs\n\n- [ ] Double check shape key export workflow\n- [x] Update PR description to be more clear about what parts of the Python API change and to reference the modifier add menu changes\n- [x] \"Unpublish\" the \"Smooth by Angle\" asset in 4.0\n- [ ] Test PR with module members\n- [ ] Work on viewport normals simplification option that skips corner normals and custom normals\n- [ ] Iterate on the \"Smooth by Angle\" asset\n - [ ] Potentially not exactly reimplement auto smooth behavior\n - [ ] Potentially add options to give higher level access to different behavior\n - [ ] Reconsider name based on above decisions\n- [ ] Start implementation of custom normals geometry nodes\n\nRelated PRs: #108014",
"Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)",
"Bevel assign vertex to another vertex group (BUG)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\n\nBevel assigns a new vertex to another vertex group.\nCreate mesh\nadd 3 vertex groups\nadd 3 bevels\nchange amount of 1st bevel when its be ~50% from length edge bevel add a new vertex to all groups\n\n\n[Bevel_Bug.blend](Bevel_Bug.blend)\n\n",
"Curve \"solidify\" modifier glitch\nOperating system: Windows 7\nGraphics card: GT750M\n\nBroken: 2.80, 2019-02-28\nWorked:\n\nWhen applying a \"Solidify\" modifier to a bezier curve shape (or imported SVG), it creates random height vector points, creating strange triangles. This can be fixed by simply selecting the errored vector point then selecting one of the transform value (in my case it was Y) in the panel and either pushing enter (keeping the same value) or unselecting the vector point.\n\n\nAttached blend file with imported SVG.\n\n",
"Join Geometry Node makes vertices unselectable + disappear on cage preview\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\n\nUsing Join Geometry makes the vertices unselectable when Geometry Nodes is being visualized in Edit Mode.\n\nWhen using geometry nodes to act as solidify I need to add a Join Geometry at the end. This makes my vertices both disappear and they are unselectable. This happens when the \"On Cage\" overlay is activated. It properly displays the wireframe but the vertices are gone and unselectable. Since it appears and works normally when I disable On Cage I figure this must be a bug.\n\n[Blender 2022-09-08 12-37-19.mp4](Blender_2022-09-08_12-37-19.mp4)\n[JoinGeometryBug3.3.blend](JoinGeometryBug3.3.blend)\n\n\n\n",
"Mesh: Subdivide op flushes selection too eagerly\nBroken: 2.92 master\nWorked: N/A\n\n\nThe Subdivide operator selects geometry that it shouldn't. Consider this example:\n\n\n\nIt looks as if the op flushes selection a bit too much. Note that the 'Expected' selection is valid selection in edge mode, as the edge rings around the rims are **not** selected. Those edges should neither participate in the op, nor be selected as the result of it, if vertex selection mode is not enabled.\n\nA better example:\n\n\n\n...here in face mode, a lone edge is getting selected by the op.\n\n\n1. On the default cube, in face mode select top and bottom faces, inset and bridge them.\n2. In edge mode select vertical edge rings.\n3. Subdivide.\n\nAlternatively, load this simplified example file:\n\n[subdivide_selection_issue.blend](subdivide_selection_issue.blend)\n\n...and Subdivide. Resulting selection of the middle face is unwarranted.",
"Blender freezes when moving the cube repeatedly on 3.6 and 3.5\nOperating system: Ubuntu 23.04\nGraphics card: Intel UHD 620\n\nBroken: 3.6.2 2023-08-16\nWorked: None\n\n\nWhen opening Blender(first or other times) and choosing general then moving the cube in multiple directions, Blender freezes\n\n\n- Open Blender\n- Choose general\n- Move the example cube with the move tool in multiple directions\n\n",
"Mirror Modifier On Cage Selection Papercut \nBroken: 2.93.4\nWorked: Maybe never.\n\nWhen in edit mode, using the \"On Cage\" option for the mirror modifier results in some unintuitive behavior when selecting vertices created by the bisect feature. The vertices created by the by the bisection are mapped to the original mesh data in a way that appears to be based on blenders internal representation of the mesh and not based on something observable to the user.\nThe behavior when selecting should feel consistent to the user. To fix this, I suggest that the vertices created by the bisection should always map to the vertices on the original mesh that are on the removed side of the bisection plane. This way users would be able to tweak the centerline of the mirrored mesh in while using \"On Cage.\" As it is currently implemented, there are vertices that affect the mesh that cannot be accessed through normal click selection unless \"On Cage\" is off.\n\n**Example**\n\n\nSelect the +X or -X face of the default cube and scale it by 0.5.\nAdd the mirror modifier and select bisect for the X axis so that the object is mirrored and bisected about the X axis.\nTurn on \"On cage\" for the mirror modifier then enter edit mode for the object.\nWhen selecting the vertices on plane X=0, you should notice that two of the vertices correspond to visible mirrored vertices and two correspond to vertices removed by the modifier. \n\nSimple scene showing the behavior. \n[MirrorSelectOnCagePapercut.blend](MirrorSelectOnCagePapercut.blend)\n"
] | [
"Mesh selection bug (Blender 3.0)\nOperating system: Windows-10-10.0.19044-SP0\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2\n\nBroken: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash: f1cca3055776, type: release\n\nI select the mesh on the icing object by left clicking mouse, dragging it across the points that I want. (If any mesh below the X & Y axis are included in the selection, then it will also select the mesh on the other side of the icing, below the X & Y axis.) For some reason, when making the selection, it ignores the donut below the icing, as if it's not there. I don't know if this is a normal thing or not.\n\n(Earlier I said it happens with the Solidify Modifier, but that was wrong. I Removed the Solidify Modifier and this still happens. This also happens no matter which way you view it, as long as you select mesh that are below X & Y axis.)\n\nI have attached a video to better explain. I have also attached my .blend file. (I also tried this on version on 2.93.7 and I have the same issue.)\n\n-----\n\n**Update:** This isn't a bug, but I have made a request to improve mesh selection.\nI have created the feature request here: [Improved Mesh Selection in Edit Mode ]()\nIf possible, please leave an upvote on it. Thank you!\n\nVideo:\n[blender_bug2.mp4](blender_bug2.mp4)\n\nBlend File:\n[donut.blend](donut.blend)"
] |
GPU not used even though Automatic Graphics Switching is enabled (MacOS)
Operating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits
Graphics card: Intel(R) UHD Graphics 630 Intel Inc. 4.1 INTEL-14.2.17
Broken: version: 2.81 and 2.82 (sub 3)
Blender does not use the discrete GPU when automatic graphics switching is enabled in macOS, even though it is supposed to support this and the viewport and Eevee renders are much faster when the GPU is enabled.
In system preferences -> energy saver, when automatic graphics switching is enabled, the GPU should be automatically enabled when necessary. However when running Blender this never happens, the integrated intel graphics card is used exclusively. When this setting is off, the discrete graphics card is used and the viewport and Eevee renderings are much smoother and faster (but keeping this setting off decreases battery life by a significant amount).
This is on the 2019 MacBook Pro 16" with intel UHD graphics 630 and AMD Radeon Pro 5500M. | [
"MacOS Crease Problem Back end Metal\nOperating system: Macbook Pro 14\nGraphics card: Apple M2 Pro\n\n3.6.2\n\n\nWhen the backend setting of macos is set to metal, the color change of the edge when applying blender's vertex crease. When edge crease is used, magenta color does not come out and it is processed as black color.\n\nrecording video\n\nview?usp=sharing\n\nview?usp=sharing\n\n",
"just activating osl, without using it, makes any render 3 to 4 times slower\nWin7 x64\n\nBroken: 2.76b\n\nTake any prodution render with CPU, just activate osl in the render tab, it will render \" to 4 time slower, without using it in the scene. Compared to GPU render wich is already 5 times faster than a cpu render, it is = 15 to 20 times slower. OSL is unusable with this bug. Note that other renderer with OSL don't have this speed hit.\n\nWith CPU and 16x16 tiles, render this scene: pabellon_barcelona_v1.scene_.zip\nthen just activate osl, render again and compare times. although there isn't any use of OSL in the scene, the render times crawls down.\n(you can also lower the samples to 10 to make it faster for both render)",
"Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n",
"addon preferences changed by code (not by user in UI) are not saved\nOperating system: Ubuntu\nGraphics card: RTX\n\nBroken: master\nWorked: ?\n\naddon preferences changed by code (not by user in UI) are not saved at Blender close.\n\n- Open Blender. Load Factory Settings, close Blender. \n- Open Blender\n- In console, change an addon preferences. For example, change device of Cycles : bpy.context.preferences.addons['cycles'].preferences['compute_device_type'] = 1 (this change to CUDA)\n- Close Blender. No log saying preferences are saved.\n- Open Blender again, check that device is still None. pref save is KO\n- Change preferences to \"CUDA\" by clicking with your mouse\n- Close Blender\n- See that a log saying preferences are saved\n- Open again, you can see that preferences are set to CUDA, pref save was OK",
"Add HIP and HIPRT Support for GFX1037 (AMD Radeon 610M iGPU)\nOperating system: Windows 10 IoT LTSC 21H2 (19044.2846) \nGraphics card: AMD Radeon 610M (Mendocino) (GFX1037) with the latest 23.7.2 driver.\n\nBroken: All versions that I know of, including the latest 4.0.0 Alpha build.\nWorked: None, that I know of.\n\nThere seems to be no HIP kernels for the Mendocino iGPU which is based on the RDNA2 microarchitecture. I was unable to use Cycles with the integrated GPU selected, it would throw a message saying \"HIP binary kernel for this graphics card compute capability (10.3) not found\".\n\n1. Install the 23.7.2 driver after doing a DDU.\n2. Install Blender 3.6.1.\n3. Download the Classroom demo file.\n4. Open it, open the Preferences menu, go to System, select the iGPU as the HIP render device.\n5. Select Cycles as the render engine, then select GPU compute.\n6. Render -> Render Image.\n\n",
"When changing the node type in material, sockets of different node types are reused\nOperating system: MacOS\nGraphics card: Apple M1\n\nBroken: main\nWorked: don't know\n\nShader nodes that have the same input sockets can have different default values.\nBut if you switch between shader nodes in the material interface, then the default values will first of all be copied from pre-existing socket of a node of a different type. Because of this, default values may not be used and may look strange.\n\nIn the default scene, assign Glass BSDF material to the default cube, and check the \"Roughness\" field. Now assign another material without \"Roughness\", such as Hair BSDF, then assign Glass BSDF material again and check the \"Roughness\" field.\n\n",
"EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n",
"Cycles rendered 3DViewport massive performance drop, using lights with node groups. --Intel MacOS--\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nSee screenrecording video! \nWhen switching to a light with nodegroups in Cycles rendered 3DView, performance drops a big time. (~50%).\n\n1. Open the performance.blend file with Intel MacOS blender 4.0, switch to cycles rendered 3DView, select the cube and rotate the view.\n2. Then switch to the caustic light and try to rotate the view again.",
"GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)",
"Incorrect shading on Intel HD 6000\nOperating system: Mac OS Catalina 10.15.3 (latest as of 13/02/2020), Windows 10 1909 (Bootcamp)\nGraphics card: Intel HD 6000\nCPU: Intel Core i5-5350U\nHardware: MacBook Air 2017\n\nBroken: 2.81a, 2.82\n\nProblems with shader of Auto-Eye add-on on Intel HD 6000, although on creator's machine works fine (I emailed him and he suggested it's a blender bug).\nBUT it's not only Mac OS problem! Also tested on Windows (via bootcamp) -- it crashed (on Mac OS it continue working at least).\n\nCreator's machine specs (where it works fine):\nIntel Core i7-4790 CPU @ 3.60GHz × 4\nGeForce GTX 1060 6GB\n\nJust open .blend file, make sure it's EEVEE render/look dev mode, test it with Mac OS or Windows and Intel HD card.\n\nAttaching file for testing and screenshots -- first two is how shaders looks broken, and third how it should approximately look, but with shader (right now it's only color output or flat texture output)\nBroken 1\n\nBroken 2\n\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n\n\n[iris_only.blend](iris_only.blend)",
"AMD HIP with 7900XTX crashes using Cycles in Blender 3.6\nOperating system: Ubuntu 22.04.2\nGraphics card: RX 7900 XTX\nROCM/HIP is version 5.5.1\n\nBroken: version: 3.6.0, branch: blender-v3.6-release, commit date: 2023-06-27 08:08, hash: c7fc78b81ecb, type: release\nWorked: version: 3.5.0, branch: blender-v3.5-release, commit date: 2023-03-29 02:56, hash: 1be25cfff18b, type: release\n\nWhenever I try to render anything (default cube included) in 3.6 with Cycles using GPU compute I get the following error in the console:\n`:0:rocdevice.cpp :2788: 4112443167 us: 28547: [tid:0x7f38b247d600] Callback: Queue 0x7f3793600000 aborting with error : HSA_STATUS_ERROR_INVALID_ISA: The instruction set architecture is invalid. code: 0x100f\nAborted (core dumped)`\nDownloaded 3.5 and it works just fine there. Using CPU in 3.6 also works. Can't seem to find the coredump anywhere (did ulimit -c unlimited and even disable apport but in none of the directories where I would expect a coredump I got one). \n\nTo reproduce:\n1.Open Blender 3.6\n2.Change to Cycles with GPU compute\n3.Press F12\n\n",
"Rendering instability from Blender 3.5 to 36+\nOperating system: macOS 13.4.1\nGraphics card: Apple/AMD W6800X Duo\n\nBroken: 3.6 to 4.0\nWorked: 3.5.1\n\nI get substantial instability when rendering animation sequences in Blender 3.6 and above, compared to 3.5. For example, I've built a large scene with lots of assets and displaced ground material. Today I left Blender 3.5 rendering and have outputted all 250 frames without a single issue using the GPU.\n\nBut previously in 3.6 I get a variety of frames – sometimes 30 or 40, sometime just a single frame – before I have to reboot Blender and start the rendering process again. I've tried all sorts of tricks, like using tiling to render and even switching to CPU-only, but in all cases, the animation process will eventually crash Blender. I thought it might be a VRAM issue, but my dual card has 32GB! My Mac Pro is a standard system with 64GB RAM and no strange or non-Apple additions – it should be rock solid.\n\nI don't have one specific scene to give you, but I've experienced all manner of instability since 3.6 came out – there is obviously a core difference in the app from 3.5 to 3.6+. However, I am really keen to help find the culprit. If you let me know what you need, I can provide crash reports or debug information, just point me in the right direction. Thanks!\n\n",
"CommandBuffer Failed: cycles metal integrator_ shade_volume --MacOS--\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nStarts rendering fine until the error. About 2-3 min. into the render.\n\n\nOpen the ziped blend file with 'Intel MacOS' blender 4.0a and hit render in the compositor!\n\n\nProbably related to: 104744\n\nPS: MacOS blender fails with most Volumes on latest major addons like PureSky, CloudScapes, etc... since blender 3.x .... ! The same applies when creating Volume emtys and volume Modifiers (mesh to volume & volume displace). At some point, blender will quit when clicking on the data tab (cloud icon) for volumes, as reported before.\n\n",
"Can not selection Armature in MacOS Backend Metal.\nOperating system: Macbook pro 14\nGraphics card: Apple M2\n\n3.6.2\n\n\n\nCan not selection wire Armature in MacOS Backend Metal.\n\nrecorded video\n\nview?usp=sharing\n\nWhen Macos' Backend is set to Metal and the Armature object Viewport Display is wire, objects cannot be selected in bone areas other than the root bone at the location of the origin point.\n\n- Open attached .blend file\n- Try to select any bone in wireframe mode",
"Cycles (and sims?): Support Intel 12th Gen CPUs \nOperating system: Windows 10 and 11\n\n3.2.1\n\nOn Windows, Cycles does not use all Cores on a Intel 12th Gen CPU (\"Alder Lake\", contains Efficiency and Performance cores).\n\nCycles has to use the Windows API function **SetThreadInformation()**.\nOr Blender **SetProcessInformation()**\n\nThe effect is most seen if if you are rendering and minimize Blender to e.g. browse with Firefox.\nOr if you use a render manager that renders in the background.\n\n\n\nI am not sure if there are other functions in blender that might use all cores like simulations?\n\n\n\n**Test results:**\n\n```\n\nWindows 10:\n-\tBlender UI in Foreground: All 4 EFF cores and all 16 PERF cores.\n-\tBlender UI minimzed/background: All 4 EFF cores and 0 of 16 PERF cores.\n-\tConsole/service render All 4 EFF cores and 0 of 16 PERF cores.\n\nWindows 11:\n-\tBlender UI in Foreground: All 4 EFF cores and all 16 PERF cores.\n-\tBlender UI minimzed/background: All 4 EFF cores and 8 of 16 PERF cores.\n-\tConsole/service render All 4 EFF cores and 2-8 of 16 PERF cores.\n```\n"
] | [
"macOS automatic graphics switching does not use use more powerful GPU for Blender\nOperating system: MACOS 10.15.1\nGraphics card: Radeon Pro 560 4 Go / Intel HD Graphics 630 1536 Mo\n\nBroken: 2.80 ( stable official )\nWorked: (optional)\n\n\nBlender 2.8 viewport ( and UI ) performance is very bad.\nOn macOS Mojave ( no problems ).\n\nBUT ! If I run \"Affinity Designer\" and open/create document, just after that you can launch blender 2.8 and voilà, good performances are back until next machine restart ??? It seems Affinity Designer make something that allow to Blender o access CG card , not intel HD Graphics\n\n\nReproduced on two MacBook Pro 2017 and 2019 with macOS Catalina 10.15.1\n\n- restart your computer\n- launch blender 2.8\n- Turn around default cube scene or a more complex scene. Note poor performances.\n- Close blender\n- Run Affinity designer and create new document ( important, if not, magic doesn't happen )\n- You can close Affinity or not.\n- Go to blender 2.8. Now blender run smoothly.\n\nThanks"
] |
Linked group values dissapear
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71
Broken: version: 2.91.0
Delete linked group, also delte group values of linked objects
1) Open: [sharedGroup.blend](sharedGroup.blend)
2) Cubes are linked (share some Mesh and groups)
3) Delete one group on the cube
4) Second cube still have group, but values are reseted (weight vertex)
| [
"Material Node Groups bug connections with shortcut \"F\"\n**System Information - Intel Core i5-4590 CPU 3.3GHz 16 RAM**\nOperating system: Windows 8.1 64, and graphics card: NVIDIA GeForce GTX 760\n\n\nBroken: 2.76b f337fea\n\n\nMaterial Node Groups bug connections with shortcut \"F\"\n\n\n1. Make Group Node\n2. Select Node Output with Shift\n3. Select Group Output Node with Shift\n4. Press \"F\" - first pair connected\n5. Repeat step 2 and 3 for next nodes\n6. Nodes not connected and can not even connect manualy\n[bug_nodes.blend](bug_nodes.blend)\n",
"Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n\n\n\n\n\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n",
"Viewport display of multiple Dupli-Collections when different draw-types are used : wireframe might disappear (only selected are garuanteed to draw)\nOperating system: Windows 10 / Ubuntu 20.04\nGraphics card: GTX 1080 / RTX 3080\n\nBroken: 2d9d08677e a2d59b2dac \nBroken: all versions >= 2.8\nWorked: 2.79\n\nViewport display of Dupli-Collections is inconsistant.\nDigging deeper into it, it looks to be when there are different draw types on the same dupli-collection\n\n1. Open attached blend file\n2. select the empties in the middle of the screen which do not look like they have anything attached\n3. notice how they randomly appear / disappear upon selection.\n4. note that one of instancer is set to `Textured` draw type, the other to `Wire`, if all are set to `Wire` the issue is gone\n\nThis has happened in quite a few of our production scenes.[bug.blend](bug.blend)\n\nNOTE: Might boil down to be the same as #101822 (Collection instance set to Display As Wire doesn't show in Solid mode when not selected) or #86732 (Instanced wire objects are hidden in solid mode instead wire appearance)\n\n",
"Library Overrides: Making an override (for a linked object in the scene collection) creates a duplicate object\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64) AMD 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 4.0.0 Alpha\nWorked: --\n\nLibrary Overrides: Making an override (for a linked object in the scene collection) creates a duplicate object\n\n- open `main.blend`\n- (there is a linked object in the scene collection)\n- `Object` > `Library Override` > `Make`\n- A separate (overridden) Cube object is created in the scene collection (along with the linked object still there)\n\nNOTE: doing the same from the Outliner (RMB > `Library Override` > `Make` > `Selected`) seems to work as expected\n\nas a comparison:\n- open `main_with collection.blend`\n- (there is a linked object in a collection [not the scene collection])\n- `Object` > `Library Override` > `Make`\n- The overriden Cube object is just there without the linked object Cube being present\n\n",
"Cleanup: remove `Scene *` from dupli-list\n`SnapObjectContext` needs a `Scene *` to pass it to the dupli-list, which only needs to pass it to the particle system, which only needs it to obtain the gravity vector.\n\nThe gravity vector should only be read from the evaluated scene, but there are cases where the original scene is passed instead. Since the depsgraph is also passed to the dupli-list (`object_duplilist()`) & simulation code (`ParticleSimulationData`), that can be used to obtain the evaluated scene instead.\n\n- rainyDay\n",
"Reopening file with cleared LibOverrides restores override state\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\n`Library Override > Clear > Selected` or `Selected & Content` can set overridden hierarchies to a linked state, where collection is overridden, but contained object isn't. On reopening of .blend file, the object is overridden again.\n\n- Download both attached blend files, open linking.blend\n- In the outliner, right click on the object named 'Parent' and select `Library Override > Clear > Selected & Content`\n- Notice how the object and its children revert to a state of purely linked with no library override defined\n\n- Save and reopen .blend file\n\nThe Parent object is overridden again.\n",
"Drag-to-toggle visible/selectable/renderable in the Group view.\nWindows 64\n\nBroken: 2.70a\n\nThe drag-to-toggle visible/selectable/renderable in the Outliner does not work in the Groups view.\n",
"Some properties, like Dimensions, remain editable in 3DView for linked etc. IDs\nIn the 3DView properties panel, some non-RNA properties like Dimensions of objects remain editable, even for linked objects.\n\n[editable_linked_data.zip](editable_linked_data.zip)\n\nReproducible at least since 2.93, so not a (recent) regression.\n\nNOTE: ideally those non-RNA UI widgets should still use `RNA_property_editable_info` to check if they can edit the data, and display a proper explanation if not.",
"Remove redundant linked & library override icons\nFor some reason we have a whole bunch of redundant icons for linked data and library overrides. \n\nThese link icons are redundant (only one of each type should be kept):\n- `LINKED`\n- `DECORATE_LINKED` (unused)\n- `LINK_BLEND`\nSame with these library override icons:\n- `LIBRARY_DATA_OVERRIDE`\n- `DECORATE_LIBRARY_OVERRIDE` (only used in custom properties UI, could be replaced easily)\n\nAlso, the `RESTRICT_INSTANCED_OFF` icon looks like thicker version of the linked icon. It and its `RESTRICT_INSTANCED_ON` counterpart are not used.\n\n----\n\nRelated:\n- This looks like the link icons, but indents to indicate locked/unlocked.  Should just use a lock instead.\n- Here the decorator is supposed to indicate a library override (it's `DECORATE_OVERRIDE`), but doesn't look like that at all. Can use the regular override icon instead ",
"Removal of an attribute with same name as Vertex Group removes the Vertex Group instead of the Attribute\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.4.0 (Also 3.5 Alpha hash: `50c7eb14f455`)\nWorked: Never, 3.3 both the attribute and vertex group are removed\n\nWhen removing an attribute that has the same name as an existing vertex group using either the UI button or the Python API the vertex group is removed instead of the attribute\n\n1. Open Blender\n2. Add an attribute named 'Group' to the default cube\n3. Add a vertex group (automatically name 'Group')\n4. Remove the attribute named 'Group' using either the - button or the following API command `C.object.data.attributes.remove(C.object.data.attributes['Group'])`\n5. The vertex group is removed instead of the attribute\n\nIn 3.3 LTS both the attribute and vertex group are removed when trying to remove the attribute.\n\n[removal_of_attributes_vg_bug.webm](removal_of_attributes_vg_bug.webm)",
"Undoing the removal of a vertex group in edit mode changes other vertex groups and doesnt bring the removed vertex group back\nOperating system: Linux-5.4.13-201.fc31.x86_64-x86_64-with-fedora-31-Thirty_One 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\n\nUndoing a vertex group changes the rest. The video should show the issue. There's 3 vertex groups, A = A, B = B and C = C. If you delete A, B = B and C = C. If you delete A and then undo it, B = A and C = B.\n\nTy9U5rj_6Sw\n\n[#63434.blend](T63434.blend)\n- Open File\n- you should be in editmode\n- remove the `zero_weight` vertex group\n- Undo {key Ctrl Z}\n- `zero_weight` vertex group is not back\n- `half_weight` vertex group now has zero weights\n- `full_weight` vertex group now has half weights\n\n\n",
"Some modifiers do not consider freshly added vertex group as empty\nOperating system: Win 10\nGraphics card: 1050 ti\n\nBroken: 3.2.0 Alpha\n\nEmpty vertex group was added to mesh in object mode without weight assigning and modifiers in stack are using this vgroup.\nSomehow some modifiers follow restriction and others don't. But if you assign zero weight for this vgroup in edit mode, then all modifiers are limited in execution as expected.\n\nFor example, open file and enable viewport rendering for every modifier in stack. \n[empty_vgroup.blend](empty_vgroup.blend)\n\nList of modifiers with this behavior:\nCast\nCurve\nDecimate\nLattice\nSmooth\nSmooth Corrective\nSmooth Laplacian\nWeld\nWave\n\n\n- Open new General template\n- Add monkey\n- Create new vertex group, but don't assign any vertices or weight\n- Add Smooth modifier\n\nIt should not deform mesh, because of empty vertex group, but it does",
"Fade Inactive Geometry: Objects with the same object data are faded\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 3.0.0 Alpha\n\nThe \"Fade Inactive\" Geometry\" overlay is supposed to fade out any object that is not affected by the currently active object in any mode that is not object mode.\nBut if any other object has the same object data linked (same geometry) it will be faded out anyway.\n\n In this example the quad-sphere in the center is active in edit mode. The one to the right has the same linked object data, which is why it also shows the edit mode overlays as it is the same geometry.\nBut since it is another object it is greyed out.\n\nThis is related to #87704 since the overlay seems to prioritise objects that are in the same mode instead of objects that share the same geometry.\n\n- Duplicate an object multiple times to have more than 2\n- Duplicate one of them with Alt + D to have their object data linked\n- Enter Edit Mode on one of those objects\n\n",
"Subdivision modifier does not interpolate zero weights.\nOperating system: Linux\nGraphics card: Intel UHD\n\nBroken: 2.90.1\nWorked: ???\n\n\nThe subdivision modifier usually interpolates both value and membership across subdivided vertices.\n\nThis allows it to be used in non-destructive, modifier-based workflows that operate on or using vertex groups.\n\nIt does not do this, however, when vertex weights are equal to zero. The original vertices retain their (zero-weighted) vertex group membership, while new vertices in between them have no vertex group membership.\n\nAn example of why this is problematic is screenshotted below, with the file attached:\n\n\n\nEach Subdivision'd sphere has a bumpy texture applied using a Displace modifier after a textured VertexWeightMix modifier.\n\nThe rightmost sphere has its vertices weighted to 0.01, and interpolates and behaves correctly.\n\nThe leftmost sphere has its vertices weighted to 0.00. It intuitively (and, numerically/extrapolatively) should be indistinguishable to the 0.01 sphere. Because its weights aren't correctly interpolated, it instead ends up with a bunch of spikes at each of its original vertices.\n\nThe middle sphere has vertices weighted in a gradient from 0.00 to 0.50. It serves as an example of a feasible real-world application which would be broken by this kind of behaviour. Perhaps the original vertex weights act as a sort of base heightmap for a terrain model, and the changes made by the Subdivision and textured VertexWeightMix modifiers add an extra layer of detail. In this case, the clear and useful behaviour would be for behaviour to be continuous in the transition from 0.01 to 0.00. Instead, there is a sharp cutoff at 0.00, and inconsistent and discontinuous behaviour after that.\n[ZeroWeightSubdiv.blend](ZeroWeightSubdiv.blend)\n\nApply a subdivision modifier to a mesh with zero vertex weights, then check the vertex group membership of its vertices afterwards.\n\nOr download and open the attached `.blend` file.",
"Knife Tool / Knife Project: Vertex group weights not added/interpolated for KnifeVerts created in faces (works correctly on verts created on existing/split edges)\nWin7 32bit\n\nBroken: 3.4\nBroken: 2.78\n\nKnife Tool / Knife Project: Vertex group weights not added/interpolated for KnifeVerts created in faces (works correctly on verts created on existing/split edges)\n\n- create a plane\n- subdivide once\n- add a vertexgroup (all vertices with 1.0 weight)\n- use the knife tool (or Knife Project operator)\n- notice where existing edges are split, vertex weights are added/interpolated to new verts on that edge\n- newly created verts inside faces are not added to vertex groups though\n[#50604.webm](T50604.webm)\n\n\n**Original Report**\nLast cutting was done by simple Knife to show the difference\n[0001-0324.mp4](0001-0324.mp4)\n\nIn .Blend hit *Knife project*\n[Knife_project.blend](Knife_project.blend)\n"
] | [
"Vertex group do not link with object data but can be deleted\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\n2.79—2.83 broken!\n\nLinking object data do not link vertex group, but deleting group on instance, delete data from vertex group on other instances.\n[2020-03-17_16-19-24.mp4](2020-03-17_16-19-24.mp4)\n[nonlinked group.blend](nonlinked_group.blend)\n\nVertex group should be linked too, same fashion as UV, becauseit is mesh-data.\n\nCreate mesh object (A) with vertex group\nLink object data to another object (B)\nCreate vertex group for B\nDelete it\nVertex group for A now empty\n"
] |
Select and Select Box Tool weird behavior
Operating system: Windows 10
Graphics card: GTX 970
Broken: 2.80, 8839152abf5, 2018-12-18,
In Shader Editor window the select tool behaves like select box tool, and the select box tool don't work at all.
 | [
"Weird Tab and redraw behavior in color popup\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA TITAN V/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.27\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93 has weird Tab behavior, but not redraw artifacts\n\nTab and redraw is not happening correct for RGBA color wheel popup. Almost as if sliders from different modes are drawn on top of the active ones.\n\n\n1. blender --factory-start\n2. World buttons\n3. Click on the Color to open color wheel popup\n4. Switch to RGB\n5. Click on the first slider (R)\n6. Start hitting Tab and see what happens with the values in the sliders (takes 4 times to tab from Blue channel to Alpha)\n\nIf you type values in the sliders things gets even more confusing.",
"When Object is not selectable it can still be switched to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: dont know\n\nWhen a object is disabled for selection in the outliner and the object is then selected in the outliner its possible to enter any of the interaction modes. \nI would assume if a object is not selectable this should not be happening. \nNote: it only happens with single object selections. \nMaybe this is by design, it just felt like a strange thing and i thought i report it just in case.\n\n1. Create a object\n2. disable the object selection in the outliner \n\n3. Choose your interaction mode \n\n4. The mode changes to the one you selected \n\n",
"Border/Lasso Select Tool Option\nBorder/Lasso select currently only allows select, other tools support more advanced options (internally boolean add/sub/and/xor).\n\nThis task isn't huge but needs to be done for all border & lasso select operation.\n\nThe option will be exposed via the tool system, later we may expose it from the border select gesture too.",
"Bug with environment texture\nOperating system: Windows 10\nGraphics card: Nvidia GeForce RTX 3050 Laptop GPU\n\n3.6.2\n\nAfter I checked and unchecked \"Open Shading Language\" checkbox Blender crashed, after that I opened my project and turned rendered viewport the environment texture become a one solid color, and as I was rotating my camera it was changing the color.\n\nBased on an attached .blend file you can go to the Render viewport and take a look at this error.\n\n",
"Wrong property changing `matrix_world` and destructive undo via RMB.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken:\nversion: 3.6.1\nversion: 4.0.0 Alpha\nWorked: never\n\nReturning to the original state during editing (or canceling) does not give the result that was when editing was started.\n<video src=\"attachment\" title=\"2023-08-16 21-40-53.mp4\" controls></video>\n\n1. Copy script and run\n```python\nimport bpy\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Test Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n col = self.layout.column()\n ob = context.object\n col.prop(ob,'name')\n col.prop(ob,'matrix_world')\n\nif __name__==\"__main__\":\n bpy.utils.register_class(Panel)\n```\n2. Quickly change the scale value for the object matrix.\n3. Press Right mouse button.\n\n",
"Loop deselect doesn't work in 3 button emulation mode\nOperating system: Windows 7\nGraphics card: irrelevant\n\nBroken: 2.80, 9a8b6d51c12, 2018-12-11 01:35, Branch: blender2.8\n\nWith three button emulation and left click select on in user preferences, no methods for deselecting edge loops work.\n",
"Box select shortcut is missing deselect tool tips\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080 Ti\n\nBroken:\nBroken: 2.80, 2018-11-30\n\n\nThe circle select shortcut shows tool tips for deselect, the box select does not despite having the functionality.\n\n\n* Open blender, select new and pick \"General\".\n* Select the cube. (left click)\n* Enter edit mode. (tab)\n* Deselect all. (alt-a)\n* Enter box select mode. (b)\n* Select a vert (left click and drag)\n* Enter box select mode. (b)\n* Deselect a vert (shift left click or middle click)\n* Notice the vert has been deselected despite there being no tooltip\n\n",
"Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n",
"Bug when working with the Child Of constraint and the Selection to Cursor command\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nWhen working with the Child Of constraint the `Select To Cursor` command does not work correctly.\n\n- Open attached file\n- In the 3d View press {key Shift S} and `Select To Cursor`\n[Bug_ChildOf_Selection2Cursor.blend](Bug_ChildOf_Selection2Cursor.blend)\n\n---\n**Original Report:**\nWhen working with the Child Of constraint, it is impossible to use it several times by enabling and disabling the influence of the constraint. \nHe second time the offset is different and the child object jumps away from the desired position. \nIt's hard to put it in the right place. I tried to use a 3D cursor for this, but the Select To Cursor command does not work correctly when working with this the Child Of constraints.",
"Needs two clicks with Ctrl or Shift key to deselect an item from a list of selected items\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0\n\nNeeds two clicks with Ctrl or Shift key to deselect an item from a list of selected items.\n\n\n* Open the project file “OutlinerSelectItemWithCtrl.blend” in attachment as a starting point.\n\nThe same problem happens in different views with different details.\n\nOutliner:\n* Select the entire collection of objects from the collection “Item List”. You can click the “Cone” object, hold the Shift key and then click the “Torus” object to select the entire list.\n* Then hold the Ctrl key and click the Cylinder object to deselect.\n* The item’s color get a lighter color, but it is still not excluded from the whole selection.\n* Clicking a second time on the object really deselects the object.\n* If clicking the first item of the selection (which is the Cone is this example), it is deselected properly.\n\n3D View:\nThe Shift key is used to select/deselect objects individually. It is pretty much the same issue. It requires two clicks on the same object to really deselect the object, whatever the order of the object in the selection. However, if one object has already been selected before deselecting everything, then the same object gets selected with an additional highlight from the new selection (dragging the mouse cursor in the viewport).\n\nShading view:\nPretty similar to the 3D view.\nIf I deselect all the nodes (Alt + A for example) and I drag the mouse cursor to select all nodes, the last selected node is highlighted in white. If I click the node highlighted in white while holding the Shift key, the node is deselected. However, if I do the same thing for the other nodes, it selects the node with a white highlight and I have to click a second time on the same node to really deselect it. The behavior of the last selected item is also present in the 3D View, but not for the Outliner.\n\nThe Compositing view has the same problem and I suspect that the Geometry Node view has the same too (I haven’t tested the last one).\n\nIn general, it requires two clicks to deselect an object with the normal behavior.\n\nThe first click behaves as an “add to selection” click unless the object already had a selection before completely creating a new selection.\n\nIn all cases, there is an issue with deselecting (or excluding) and single object from a selection of objects in different views. As a reference how it should behave correctly, the Windows Explorer in Windows is able to deselect a single item on the first time it is clicked.\n\n[OutlinerSelectItemWithCtrl.blend](OutlinerSelectItemWithCtrl.blend)\n\n[Deselect_Issue.mp4](Deselect_Issue.mp4)",
"Highlight active item in pop-up menu (eg: Editor Type)\nCurrently the only way for newcomers to learn what is the currently chosen Editor in an Area is to compare the icon in the Editor Type combo-box with the list of icons when the combo box is open (it's not something that long time users think about).",
"Lasso Select Broken if Select key is changed from Default Left to Right\nOperating system: Windows 10 (Home)\nGraphics card: Nvidia 1070 \n\n**Blender Version** \nBroken: 2.90.0 (Steam)\nWorked: Not sure, Has been like this since before 2.79b\n\nWhen the default select mode is changed from Left to Right Mouse button Lasso Select no longer works with Tweak + RMB Any. \n\nSplash Screen Change on initial set up or Select button or Edit - Preferences - KeyMap - Select With Mouse Button\n\nAffected: any View Mode that has the Lasso option. (Edit mode, Object Mode, Grease Pencil, etc)\n\n\nSee attached MP4.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nStart Blender and use Start up Cube. [BlendBug_2.mp4](BlendBug_2.mp4)\n\nTemporary fix if the Select key is changed from Left to Right Mouse Button is to walk through the KeyBindings and set anything that uses Lasso to Tweak Right and anything that was using Tweak Left to Tweak Right where Lasso is was changed. ",
"Gesture selection does not deselect on nothing if collection is hidden\nOperating system: Linux-6.4.8-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.8-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-57b0db63e1)\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nThis is an inconsistency in the selection behavior.\nIf you select on nothing, it will deselect all objects in the viewport and the outliner. This is the case for click selection and selection tools/operators.\n\nBut if selected objects are hidden, they are not affected by this with selection tools (gesture selections such as box & lasso). Selected objects and collections stay selected in the outliner.\nThe expected behavior is that gesture selection and single click selection have the same effect on hidden objects and collections.\n\n1. Create two collections each with an object in it\n2. Select a collection and its object in the outlliner\n3. Select on empty space (Notice how the object and collection are deselected)\n4. Repeat 1 & 2\n5. Do a lasso/box selection on empty space (Notice how the outliner selection isn't cleared)\n\n",
"Intersect Boolean does not work properly when mesh has a degenerate face\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: version: 2.91 - 3.0.0\nWorked: n/a\n\nThe `Intersect Boolean` Exact mode does not work correctly when the mesh has at least one degenerate face.\nIn this case, it was tested on a mesh with a triangle whose vertices are collinear\n\n- Open attached file - (The edited mesh has a degenerate triangle)\n- Go to `Face` -> `Intersect (Boolean)` - (The operation will not work because of that triangle)\n\n- Undo the operation\n- Move the triangle vertex a little so that the face is no longer degenerate.\n- Reselect that loose geometry ({key L})\n- Redo Boolean operation (now it works)\n[intersect_w_degenerated_tri.blend](intersect_w_degenerated_tri.blend)\n\n",
"Exact Boolean with Incorrect Result - multiprecision/float round trips not exact\nOperating system: Windows 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: 2.91.0 Beta dca36a8ec922\n\nAnother case, where the exact boolean does not work as expected. (Sorry @howardt, I had to break it. I have to admit, that I have not run into this problem in a real scene.)\nAgain, this manifests after applying the same difference operation several times.\n\n[boolean_rotated_box3.blend](boolean_rotated_box3.blend)\nLook at the scene.\nThe first run of the modifier works as expected, the second creates overlapping faces, the third removes most of the mesh.\nThis \"bug\" is very erratic, and if the transform of the objects is slightly changed, it does not occur.\n\nThis is what I see:\n\n\nThe expected behavior is that the second and third modifier do nothing."
] | [
"Box Select tool in Node Editor is broken\nOperating system: macOS 10.14.1\nGraphics card: Intel Iris Plus Graphics 640 1536 MB\n\nBroken: 2.80, e79d7747d21, blender2.8, 2018-12-13, \nWorked: 2.80, blender2.8, 2018-12-7, \n\nWhen using the Box Select tool inside the Node Editor, you cannot drag a box to select anything\n\n\n - Open 2.8, set to Factory Defaults\n - Go to Shading workspace\n # Drag to box select - fail\n\nThe box select will engage, but no box will be drawn, and it's not possible to box-select anything.\n"
] |
Texture painting data get lost on Blender crash despite autosave and manual file saving
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12
Broken: version: 2.93.4
I keep losing texture painting data, literally hours of work, because Blender is very unstable in texture paint mode combined with Eevee and crashes a lot. This would be fine if autosave and manual file saving worked as expected, but neither of these saves modified internal image datablocks, so when Blender crashes, all the work is lost, even if the user saves very frequently.
1. In a new empty Blend file, switch viewport to Eevee and start texture painting image which is part of at least moderately complex material
2. Keep saving the file every few strokes to avoid lost work
3. Blender will eventually crash
Result: The texture paint changes to the image block are lost.
Expected: Blender has an option to save modified image datablocks when the file is saved, so the users do not lose their work.
| [
"Texture Paint - bad behaving operator \"Save All Images\"\nGo to Texture Paint Mode with some Textures loaded. In T-Panel go to the Slots Tab. There you will find a Button labeled \"Save All Images\". However, do not push this Button !\nThis Button overwrites all involved/edited Textures in the Texture Paint Slots at once and instantly, without further inquiry, to the directory of the origins.\n\nIt's not a bug, it's working pretty well !\n\n \n",
"Texture Painting on DDS Compressed Textures Corrupts Graphics Data \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nWorked better but not perfectly in 2.83.\n\n\nVersion 3.1: \nTexture painting on compressed textures results in corrupt graphics data and has poor performance when drawing while the texture is loaded in the 3D viewport.\n\n\nVersion 2.93: \nEven worse performance. More graphical glitches in the image editor.\n\n\nVersion 3.83:\nMuch Better performance. No corruption visible in the 2D image editor. Less severe graphics corruption in the 3D viewport.\n\n\nAttempt texture painting on a compressed texture while the image is loaded in the 3D viewport.\nTest texture:\n[MipmapTest_00.dds](MipmapTest_00.dds)\n\n---\n**My Opinion**\n\nAll this said, I don't think Blender actually needs to support texture painting for compressed textures.\nSimply preventing the action and displaying an error message would be an adequate fix in my opinion.\nBlender does not currently allow saving to DDS format anyway.\n",
"Eevee: Occasional render glitches when using attribute node\nOperating system: Linux, specifically KUbuntu with X11\nGraphics card: RTX 3080 (Driver Version: 530.30.02, CUDA Version: 12.1)\n\nBroken: 2.93 - 4.0.0 Alpha, 2023-06-29, f47eed749eaf\nWorked: 2.92 (as available on Steam)\n\nUsing an attribute in an Eevee material causes occasional but severe render glitches. This does not happen consistently on any particular frame. It does not happen when rendering from the command line with `--background`.\n\nTo reproduce, render an animation with the attached Blender file. One in every 50 frames or so are corrupted. Occasionally it gets most of the way through the animation before ever producing a bad frame.\n\nThis file is basically the startup file with two changes:\n1. An attribute node with the name set to \"Color\" is plugged into the base color on the default material.\n2. The sample count is lowered to one. (The issue persists without this, but with a higher sample count, some samples glitch and others do not. The final image is a mix of the glitched and regular samples.)\n\nI have ensured that this is not a problem with my particular Blender settings by deleting everything in `~/.config/blender/4.0/config` and selecting \"Save New Settings\" in the splash screen before opening and rendering the file in the 4.0.0 alpha.\n\nNormal frame:\n\n\nCorrupted frame (as rendered in 2.93, some other versions simply display a transparent hole where the cube was without affecting the background):\n\n\n",
"Make saving of `quit.blend` on exit optional\n### Description & Scope of Problem\n\nEvery time Blender quits, when it has something on the undo stack, it will write the current \"undo file\" to `${TEMPDIR}/quit.blend` ([manual](open_save.html#last-session)).\n\nSaving `quit.blend` can take a while when the file is large. While the file is being written, Blender's UI is gray and unresponsive.\n\nThe problem is not pressing, as usually it takes considerably longer to load the files in the first place. I've asked some artists at the Blender Studio and they didn't really consider the delay when quitting Blender a practical issue. Still, it gets somewhat in the way of quickly testing things with various production blend files, so it could be seen as an issue for developers more than for artists.\n\n### Possible Solutions & Impact\n\n**Simplest solution:**\n\nAs a solution we could introduce a user preference \"Save Recovery File\" that is enabled by default. Disabling this option would:\n- Avoid writing `quit.blend`.\n- Remove the \"File ‣ Recover ‣ Last Session\" menu item.\n- Remove the \"Recover Last Session\" button from the splash screen.\n\n**Alternative solution:**\n\nThe \"Recover Last Session\" operator does not poll the filesystem from its poll function. This means that the operator is available even when the file `${TEMPDIR}/quit.blend` does not exist. Changing this, such that the operator is disabled when `quit.blend` does not exists, means that the above solution would not have to remove the recovery operators when \"Save Recovery File\" is disabled. The operators would auto-detect whether a recovery file is available at all.\n\nThe upside of this solution is that it makes the \"Recover Last Session\" operator appear more reliable, as it refuses to work when it knows it cannot do its job. This would be an improvement regardless of the \"Save Recovery File\" status.\n\nThe downside is that an old `quit.blend` might be lingering around after \"Save Recovery File\" has been disabled. This means that it could appear as if you could still recover, but it would load an older file. This could be avoided by removing `quit.blend` when disabling \"Save Recovery File\", but I'm not a big fan of Blender explicitly removing files that are meant to recover from human error.\n\n### Discussion Topics\n\nThis task is meant to discuss the following:\n\n- Do we want to make it possible to quit without writing `quit.blend` at all?\n- If so, which of the solutions is preferred? Or is there another way to deal with this that's even better?\n- Do we want this as a general option, or something that's enabled only when \"Developer Extras\" are enabled?\n",
"Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n",
"Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n\n\n",
"Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)",
"Sculpt: Paint tool cavity custom curve crash\nOperating system: Windows 10\nGraphics card: NVDIA RTX 2060 Super\n\nBroken: 3.4, 3.5\n\nSteps to reproduce the issue:\n - Switch to Sculpt Mode or open default sculpting template file\n - Choose the Paint Tool\n - Click on Brush dropdown\n - Enable Cavity by clicking on Advanced >> Cavity in the \"Brush\" dropdown\n # Enable Custom Curve under Advanced >> Cavity in the \"Brush\" dropdown\n\n\n\nResult:\nNo **Custom Curve** is shown as in other Sculpting Tools & after trying to paint with the **Paint** tool setup this way blender instantly crashes.",
"ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n",
"Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n",
"Material Properties Button\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.18.220726\n\nBroken: version: 3.5.0\n\nevery time i click on the materials properties button on the right, blender shut down.\n\nit happens when you start or anytime what you are doing. Just start program, click materials properties button.\n\n",
"Persistent Data causes the Image Editor to not update during rendering + pixel glitches in topper pixel lines\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0 Beta\n\nVery often, when you render a sequence, it was on nearly every scene I was working on, there is not shown the render results, and you see the transparent background.\nUpdate in the image Editor is only shown once the whole render completes.\nSometimes it works randomly on some frames. And sometimes you have even a pixel glitch when the progress is not shown. As shown at the end of the video, you have sometimes that glitch on the top. When it is there, it is always the first\\second pixel line.\nThe Pictures are properly rendered and saved, but often the progress in the render results window is not shown and there are some glitches. But they will not appear in the final picture. ONLY in the render preview.\n\nWorks on my projects every time. Nothing particularly.\n\nWait a little bit. The second frame in the video has a glitch.\n[2022-02-01 19-39-28.mp4](2022-02-01_19-39-28.mp4)\n\nProblem is from on frame 3:\n[2022-02-04 08-09-30.mp4](2022-02-04_08-09-30.mp4)\n[Citty.blend](Citty.blend)",
"Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash",
"Sculpt brush Reverts to Default When Undoing\nOperating system: Windows-10-10.0.25336-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\nWorked: 2.79\n\n**Description of error**\n\nWhen using a non-default brush such as clay strips, then undoing, the brush switches to the default one (draw brush). Now this is frustrating to the user because you need constantly switch back to your brush after every ctrl + z. Stupid bug that interrupts the workflow.\n\nNow this bug is not limited to sculpt mode, it happens in vertex painting, weight painting, texture painting and hair sculpt mode.\n\nHowever this bug doesn't happen to most users because for it to happen you need to have two main windows.\n\n* Add a new main window (`Window > New Main Window`) and switch the workspace (say \"shading\")\n* In primary main window: switch to sculpt mode\n* Choose clay strips\n* Press ctrl + z\n* Observe the brush is draw brush and not clay strips 😵💫\n\nNote: I think this has to do something with workspace since switching them can fix this bug but also crash blender\n\n[video](https://projects.blender.orgattachment)",
"Bug with environment texture\nOperating system: Windows 10\nGraphics card: Nvidia GeForce RTX 3050 Laptop GPU\n\n3.6.2\n\nAfter I checked and unchecked \"Open Shading Language\" checkbox Blender crashed, after that I opened my project and turned rendered viewport the environment texture become a one solid color, and as I was rotating my camera it was changing the color.\n\nBased on an attached .blend file you can go to the Render viewport and take a look at this error.\n\n"
] | [
"Images in image editor/texture pain not saved with file\nOperating system: Windows\nGraphics card: Nvidia-1070\n\nBroken: 2.91.2 (stable)\n\nImages lost from image editor if file not explicitly saved. Saving the blender file does not save the image in any form. If blender were to crash prior to saving the file out, all modifications to the image are reverted back to the last image save, regardless of when blender was last saved. Autosave does not store the image data either.\n\nAs per #45636:\n\n Reproducing is simple:\n - unwrap default cube in whichever way.\n - Hit texture paint, add diffuse slot and paint a few strokes\n - Save image (or pack)\n - Paint a few more strokes\n - Save .blend (ctrl + S) and quit Blender\n - Return -> your step 4. strokes are lost.\n\nSuggested resolution: Have a 'Live edit' option flag in the Image menu of the image editor to enable saving the file as it is changed (similar to the text editor). Write image file on save (save, save as, autosave) if checked.\n\nNB: Bug #45636 was reported Aug 1 2015, 9:03 AM. It's still a problem *6 years later* as per the continued calls for this to be addressed in that thread.",
"Texture paint doesn't prompt user to save painted textures\nIf you are painting on a texture in texture paint mode and save the .blend file, Blender doesn't save the texture (even if the texture file is packed). At the very least, there should be a prompt to warn the user that the painted texture has not been saved one way or the other. \n\nWith texture paint so neatly integrated to Blender (it's really pretty good!), an average user reasonably expects ctrl + s to save not just the model, but the texture he/she has been working on. Blender should either A) offer an \"autosave\" feature to keep the packed texture saved or B) feature a prompt that warns the user that the painted texture will be lost unless saved.\n\nReproducing is simple:\n\n1. unwrap default cube in whichever way.\n2. Hit texture paint, add diffuse slot and paint a few strokes\n3. Save image (or pack)\n4. Paint a few more strokes\n5. Save .blend (ctrl + S) and quit Blender\n6. Return -> your step 4. strokes are lost.\n\nI'm filing this as a design issue but this is actually a borderline bug. I've lost a couple hours' worth of work because of this behaviour. I realize the current behaviour is \"by design\" to an extent but IMO making sure the user's work is safe is of utmost importance."
] |
Blender 2.83 Doesnt Load
Windows 64/ OS is 64bit
GPU Two Quadro FX 4800
2 Xeon CPU 6 GHz
24.0GB Ram
Hello, part of the development fund but having an error in which Blender 2.83 doesn't even load. All versions of Blender prior work. So I checked one of the text files in User for 2.83 and says my GPU is supported, I ran one of the command scripts (blender factory startup) and it produced a Blender Debug Output. I also ran your cmd script blender_debug_log
Error 1:
```
-----------------------------------------------------------------
found bundled python: D:\blender-2.83.0-windows64\blender-2.83.0-windows64\2.83\python
Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF7A9A7FFF4
Module : D:\blender-2.83.0-windows64\blender-2.83.0-windows64\blender.exe
---------------------------------------------------------------------------
```
Error 2:
```
-----------------------------------------------------------------
Switching to fully guarded memory allocator.
Blender 2.83.0
Build: 2020-06-03 12:41:58 Windows Release
argv[0] = D:\blender-2.83.0-windows64\blender-2.83.0-windows64\\blender
argv[1] = --debug
argv[2] = --debug-cycles
argv[3] = --python-expr
argv[4] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\Users\Hendawg\AppData\Local\Temp\blender\debug_logs\blender_system_info.txt')
Note: No (valid) 'C:\Users\Hendawg\AppData\Roaming\Blender Foundation\Blender\2.83\config\startup.blend' found, fall back to built-in default.
------------------------------------------------------------------------------------------------
```
So what is causing the error that prevents it from even loading?
| [
"Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe \n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n",
"Crash when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened.",
"Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n\n\nNot sure if this can be a bug. Please check.",
"3.4.1 Not Displaying GTX 1660 TI\nOperating system: Windows 10 Home 22H2\nGraphics card: GTX 1660 TI\n\nBroken: These versions do not display my GPU under CUDA/OptiX: 3.4.1, 3.4.1, 3.3.4, 3.3.3 and 3.3.2 (I was also getting Python errors when trying to install addons. (This is true whether they are installed or run from the unzipped .rar downloads.\n\nWorked: blender-2.93.15 candidate+v293.400f35914421-windows.amd64-release is the most recent version that works - everything works as it should!\n\n\nI tried uninstalling/installing the latest Nvidia game ready drivers, the studio drivers, the CUDA Toolkit (which asked for me to install Visual Studio, C++, etc... 🤦♂️ ), tweaking the registry settings etc... none of these things worked. \n\nOnly using the older version would detect my GPU. A user on the Discord forum asked me to run the GPU debugger in the latest version 3.4.1 and when I open the program that way, my GPU was finally showing! I sent him the error reports (I can post them below) and he said that Blender IS SEEING my GPU, it's just not displaying it for use.\n\n",
"Vulkan: Better handling of GPU debug when not having vulkan SDK installed.\nBlender libraries only contain a subset of the vulkan SDK. Most important is\nthat validation layers aren't added. These validation layers will be enabled\nwhen starting blender with `--debug-gpu` (or test cases).\n\nIn this case there is an error printed to the console. This should not be an\nerror, but we could add a log line when not found.\n\n",
"Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Dae parsing issue\nOperating system:Windows 10\nGraphics card: NVidia gforce GTX660\n\n 2.79\n\n\nIt is a common error, when trying to upload an object to Second-life or Opensim, to be unable to upload a model,created in Blender, due to a \"DAE parsing issue\"\nThis object is one that is effected.\n\n[lowpol.blend](lowpol.blend)\nExport as .DAE file and upload to Opensim or Second-life",
"Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n",
"2.9.1 Close without error message\nOperating system: Windows 10, 10gb ram, ssd\nGraphics card: Nvidia GTX 650 1gb vram\n\nBroken: (2.83 LTE and 2.90 current available version)\nWorked: (2.82)\n\nWhen rendering with GPU AND CPU, the app crashes, works perfectly fine on CPU only. On GPU only too but slower than older versions.\n\n\n```\nblender.exe :0x00007FF7A5B76440 ccl::kernel_cpu_sse41_filter_finalize\nblender.exe :0x00007FF7A57A9220 ccl::CPUDevice::denoising_solve\nblender.exe :0x00007FF7A57DA470 ccl::DenoisingTask::reconstruct\nblender.exe :0x00007FF7A57D8ED0 ccl::DenoisingTask::run_denoising\nblender.exe :0x00007FF7A57A7240 ccl::CPUDevice::denoise_nlm\nblender.exe :0x00007FF7A57AB590 ccl::CPUDevice::thread_render\nblender.exe :0x00007FF7A57ABA30 ccl::CPUDevice::thread_run\nblender.exe :0x00007FF7A57A60B0 ?_Do_call@?$_Func_impl_no_alloc@V<lambda_d884e08a7877f415f05ce8ffda8f97b4>@@X$$V@std@@EEAAXXZ\nblender.exe :0x00007FF7A7D5F520 tbb::internal::function_task<std::function<void __cdecl(void)> >::execute\ntbb.dll :0x00007FFBF5F037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFBF5F037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFBF5EF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFBF5EFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFBF5F019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFBF5F019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFC08611FA0 o_exp\nKERNEL32.DLL :0x00007FFC0B647960 BaseThreadInitThunk\nntdll.dll :0x00007FFC0B7AA250 RtlUserThreadStart\n```\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault",
"Blender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\nOperating system: Windows 10 - 22H2\nGraphics card: 3090ti 31.0.15.3667\n\nBroken: (3.5, 3.5.1, 3.6.1)\nWorked: None\n\nBlender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\n\nI have a volumetric setup in the scene. To show up as haze on the horizon. Error only occurs when Volumetric is active.\n\nEnsure the WorldSphere is enabled for render and just render animation for 1279. \nIt will do 1 - 10 frames before throws the error attached. \n\nFile is too big for the attacher, please get blend file from google drive link.\n\nview?usp=drive_link\n\nSimplified: view?usp=drive_link\n\n",
"Startup.blend file is not loaded on startup if userpref.blend does not exist.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7000\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nStartup.blend file is not loaded on startup if userpref.blend does not exist.\n\n- Remove userpref.blend file from it's usual location\n- Start blender\n- Dismiss splash screen by clicking on 3D viewport\n- Make some change to the file (move the cube)\n- Save as startup file\n- Close Blender\n# Open blender\n\nStartup file is not loaded",
"Reading from old 2.79 file. Mesh deform broken.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n\n\nAfter loading to 2.83.8+ versions\n\n\nFile\n[MD.blend](MD.blend)\n",
"Blender 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n",
"Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n"
] | [
"Quadro GPUs: Blender 2.83 will not open\nOperating system: Win 10 Pro\nCPU: i7, 64-bit, 8 core\nRAM: 16 GB\nDisplay: 1600 x 1200\nInput: mouse, keyboard, 3D Connexion 3D mouse, Wacom Cintiq\nGPU: nVidia Quadro FX4800, 5+ GB RAM, OpenGL 3.3\n\nBroken: 2.83 LTS, download 8 June 2020\nWorked: 2.82a. Has been working fine.\n\n1. Installed 2.83\n2. Tried to start from desktop shortcut and double-clicking .exe.\n3. Command Prompt window briefly opens. Application frame opens for a couple seconds, then disappears.\n4. Tried rebooting and repeating. Same result.\n5. Checked minimum requirements and pass\n\nOther info: Installed on newer Surface Pro 2. Launched and loaded normally. However, though this machine is older, it still meets minimum specs found here: .\n\nrelavant bit from crash.txt \n[blender.crash.txt](blender.crash.txt) \n```\nGPU_draw_list_command_add\ndraw_call_batching_flush\ndraw_shgroup\nDRW_draw_pass\nOVERLAY_draw_scene\ndrw_engines_draw_scene\nDRW_draw_render_loop_ex\nDRW_draw_view\nview3d_main_region_draw\nED_region_do_draw\nwm_draw_window_offscreen\nwm_draw_window\nwm_draw_update\nghost_event_proc\nGHOST_CallbackEventConsumer::processEvent\nGHOST_EventManager::dispatchEvent\nGHOST_EventManager::dispatchEvents\nGHOST_System::dispatchEvents\nwm_window_process_events\nWM_main\nmain\n__scrt_common_main_seh\nBaseThreadInitThunk\nRtlUserThreadStart\n```"
] |
Node Editor: Some nodes lack red line when muted
Node Editor: Some nodes lack red line when muted
System: Windows 7 64bit
RAM: 4096 MB
renderer: 'GeForce GTX 760/PCIe/SSE2'
vendor: 'NVIDIA Corporation'
version: '4.5.0 NVIDIA 364.72'
Broken: blender-2.80.0-git.0f5b53ba4dc-windows64
Node Editor: Some nodes lack red line when muted
1. Open the node editor
2. Add nodes from the screenshots
3. Press "M" to mute them
4. Some nodes have the red crossed through line, others don't
Expected:
1. Should be consistent (even if it's not a bug)
2. I can't tell which node is muted and which ones are not
I didn't find any indication in the properties either,
and the changed colors of the node header don't tell anything

 | [
"Shader to RGB node is ignoring shading and just using color socket data directly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.4\n\n\nIf you have a Shader that is converted with the Shader to RGB node, and then the resulting Color is plugged into another shader node and rendered, the output of Eevee's Color pass for that shader shows color plugged to socket of shader that is converted to RGB. In example file it is pure white, when you would expect to see the converted shader to RGB.\n\nProblem exists with Diffuse, Glossy, and Emission shaders and passes with the exception that an Emission converted to RGB going into another Emission will show up properly in the emission pass.\n\nSee Node graph in attached image, or attached file.\n\n\n[shader_to_rgb_eevee_pass.blend](shader_to_rgb_eevee_pass.blend)",
"Text Object Edit Cursor nearly invisible in 2D Animation or Light Background\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics 640 Intel 4.5.0 - Build 26.20.100.7986\n\nBroken: version: 2.92.0 Beta\n\nMost of my workflow takes place with a light background, as is the case with the 2D-animation startup file. As you can see from the attached image, the Text Object Edit cursor is easily visible with a darker world, but in the 2D-animation with a light world, it is nearly invisible and unusable when there is a lot of text, making editing within Blender untenable.\n\n\nOpen Blender, select 2-D animation. Go back to object mode. Press Shift-A, Add a Text object. Turn the object towards the camera or rotate the camera to see the text. Change the text object's material to black or another color so it is easily visible from the background white. Tab to edit mode. Paste or type in a paragraph's worth of text, then try and go in and edit it. The text cursor is basically invisible, making editing the text extremely difficult. \n\nThis is NOT the mouse pointer, this is the text-edit cursor. I also checked on this thread T78498 but confirmed in the screenshot that the overlays are turned on. I also checked through all Edit > Preferences > Themes, but could not find a setting that affects the color of the text cursor/highlight. \n\nThe quick fix would be to give access in the preferences to the cursor color for text object edit (then we could just change it to Magenta or something visible with common backgrounds). The fancier fix would be to adjust the cursor color based on the background or have it be half white/black so it is always visible.",
"Node Socket Name Change results in Cycles Material Rendering Black (name is also identifier, should be read-only?)\nWindows 10\nIntel Core i7-5820k 4.1GHz\n2x Nvidia GTX 970\n\nBroken: 2.79 5bd8ac9\n\nIf you change the name of a Node Socket (not the socket's identifier) of a Cycles Shader Node during execution of a python script, Cycles will render the Material black. \n\nDownload the blend file below:\n[socket_naming_bug.blend](socket_naming_bug.blend)\n\nRun the code in the text editor. \nSwitch to viewport preview.\n\nTo fix the problem, simply reset the two nodes, or add a new Material Output Node and a new Principled Node to the Node Tree. Connect the new nodes together and delete the old ones. \n",
"Breaking nodes API changes for 4.0\n- [x] Remove `Node.width_hidden`\n- [ ] Complete \"Spline\" to \"Curve\"/\"Curves\" rename in geometry nodes\n- [ ] Stop storing node locations relative to their parents\n- [ ] Use a separate type for internal links (in RNA too) (see [D16960](D16960))\n- [ ] Use a separate type for node group interface inputs and outputs and node sockets\n- [ ] Use dynamically allocated `char *` array to store string socket default values",
"UI Accessibility: The color of grid emphasis lines is not light/dark enough to see easily. A color setting for accessibility would fix this.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\n\n\nSometimes the colors of grid lines and the grid emphasis lines are very similar. Especially when zooming in or rotating. Grid color can be controlled in the settings area but not grid emphasis color.\n\n\nJust open a file and zoom so the grid fills the screen. When you are close it is almost impossible to see the difference between grid line and emphasis line.\n\n\n\n\n\n",
"KeyingScreen Compositor node emits \"black holes\" \nThe attacged folder shows a bug in the KeyingScreen compositor node.\n\nIn the Screenshot GreenPlateBug-Screenshot.png it can be seen in the above compositor window that some areas are filled with black\ninstead of grey / green.\n\nThat appeared after creating the \"last\" track marker (the selected / larger track marker in the below window).\n\nIf you remove that larger marker, the bug disappears.\n\nTo reproduce, open the attached blend file, close render window, disconnect / reconnect the viewer node to the keying screen node to\nsee in backdrop display.\n\nThe bug appeared in a different usage of the KeyingScreen node with much fewer track markers, but since the circumstances of\nthe bug to appear is unclear, i had to add a lot marker here.\n\n\nBlender version 2.80 (snap Ubuntu version).\nOS: Ubuntu 19.04 x86\nGraphics Card: Prime Laptop (NVidia / Intel combination) Dell Inspirion 4500 Laptop in Intel mode\n",
"Node Group usability tasks for Node assets\n* Enum socket\n* Custom warnings and errors\n* Panels / Sub-panels\n* Dynamic UI changes\n* Surface choice for inputs in modifiers\n\n",
"Denoising passes are darkened when denoising is enabled for multi-device rendering\n## Simplified Report\n\nDenoising passes like Albedo and Normal are darkened when denoising is enabled when rendering using multiple devices.\nThis is most likely because the passes are scaled in-place during denoising and then scaled again in the pixel accessor.\n\n## Original report\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.3.0\nWorked: 3.2.2\n\nWhen rendering a scene using Cycles with the Denoise option enabled, the Denoising Normal and Denoising Albedo passes don't render correctly, the images correspondent to those passes are much darker than they should be.\n\n1. Open attached file or\n - Open Blender.\n - Delete the default cube.\n - Add an icosphere and set it shade smooth.\n - With the icosphere selected, go to the Shading workspace and add a material to it.\n - In Principled BSDF of the icosphere's material, go to base color and add a color (any color other than black, white or gray).\n - Go to Render Properties and select Cycles as render engine and GPU as Device.\n - In the Render section of the Render Properties, disable Denoise (it is enabled by default).\n - Go to View Layer Properties.\n - In the View Layer Properties, go to Passes section, Data sub-section and enable Denoising Data.\n - Go to the Compositing workspace and enable Use Nodes.\n2. Render the image (Press F12).\n3. In the Render Layers node, visualize the Denoising Normal and Denoising Albedo outputs (Ctrl+Shift+LeftClick with the Node Wrangler Add-on enabled).\n4. In the `Properties Editor` Go to {nav Sampling > Render} and re-enable `Denoise`.\n5. Render the image again (Press F12 or use the small buttom at the bottom right of the Render Layers node).\n6. Repeat step 3.\n\nBy comparing the images from step 3 and step 6, the difference is clear, the images from step 6 (Cycles' denoise enabled) are much darker than they should be;\nI tested with a more complex scene and noticed that the darker images do remove noise when used with the Denoise node in the compositor, so it may not be a big problem for Blender, but it may affect someone using other softwares in a pipeline, unfortunally, I can not tested it because I don't have acess to external compositing softwares, I only use Blender.\n\nThank you, have a nice day :).\n\n[#101071.blend](T101071.blend)",
"Circle Select Tool Todo\n## Circle Select Tool Todo\n * - [x] {icon circle color=red} Add Radius control to the tool settings, to set the radius of the select brush\n * - [x] {icon circle color=red} There should be a brush circle size preview cursor always visible, just like a paint tool. Currently the radius is only visible while painting your selection.\n * - [ ] {icon circle color=yellow} Currently, Circle Select only selects object origins. Add enum option to select normally too.\n * - [ ] {icon circle color=yellow} Add options to create new selections, add to selections or subtract from selections.\n\n * - [x] 3D view.\n * - [x] UV editor.\n * - [ ] Action editor.\n * - [ ] Annotations.\n * - [ ] Tracking.\n * - [ ] Node.\n * - [ ] Graph.\n\n\n\n\n",
"Intersecting Meshes are not marked as overlapping anymore when selected\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.1\nWorked: 2.83.x\n\nIn blender 2.83.x Solid View intersecting objects had, if selected, the otherwise hidden parts shown in a more muted color when overlapping. with 2.90.x this is no longer the case. \nI hope this did not get removed intentional but is a missing feature.\n\nDuplicate the default Cube, move it a bit so that is still intersects with the first cube and confirm movement. \nWatch the outline in Solid View be the same color and thickness all around the mesh. \nin 2.83 while moving the white outline turned light grey when intersecting and the selected object outline turned a darker orange. This is very helpful for positioning elements.\n\n",
"Compositor in start up file does not show specific passes\nBroken: version: 3.1.0 Alpha\nWorked: Prior to 7e712b2d6a\n\nWhen loading the startup file, some passes will be missing from the compositor. For example the denoiser.\n\nHere is a video showing off the issue: [F12781327](Missing_Passes_in_Compositor.mp4)\n\nWatch the video above or follow the steps below:\n\n1. Start up Blender and change the render engine to Cycles.\n2. Go to the `Viewlayer Properties` tab and enable Denoising Data.\n3. Change one of the areas to the `Compositor` and tick the `Use Nodes` box.\n4. Take note of the passes that are available on the `Render layer` node.\n5. Select from the top of Blender `File -> Defaults -> Save Startup File`\n6. Close Blender\n7. Open a new instance of Blender 3.1 and notice that the `Render Layer` node is missing some of the inputs that should be there.\n\nHow it looks before you re-open Blender:\n{[F13081662](image.png), size=full}\n\nHow it looks afterwards:\n{[F13081667](image.png), size=full}\n\n\nExample of startup.blend:\n[startup.blend](startup.blend)",
"Blender 2.7x keymap: Add reroute shortcut (shift right mouse) doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.91\n\nCaused by 58e554a55c\n\nShortcut for add reroute doesn't work in node editor.\n\nTry add reroute between two connected nodes using shortcut (shift + RMB during cross line).\n\n",
"Particle edit mode - Hide hairs doesn't work\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 50)\nWorked:\nThe \"hidden\" hairs can't be selected or edited\n\n\nThe hidden hairs are still visible.\n\nAdd a hair system to the default cube \nSwitch to particle edit mode and then switch to point display/select mode\nSelect any number of particles, press H to hide\n- >The hairs are only locked, not hidden\n\n\n",
"GPencil: Airbrush draw tool with solid stroke has transparency artifacts\nOperating system: Win 11, GTX 3080, Wacom Tablet\n\n\n\nBroken: 2cd7e70c18a8\nWorked: ~~3.3.0~~\n\nThe airbrush tool has artifacts around the stroke during drawing. Also what is drawn during stroke has nothing to do with the final result visually. Please see the video for the issue.\n\n\n\n- New scene -> 2d Animation\n- Select Airbrush tool from the tool pane\n- Switch to `solid stroke` material from header\n- Draw\n\n[image](attachment)\n[blender_lOlSgoorkK.mp4](attachment)\n",
"Move and share Eevee / Cycles render settings\nThe following settings should be unified for the 2.80 release:\n* - [x] Light intensity and color when not using nodes ([D4588](D4588))\n* - [x] Color management settings on image texture node and image datablock\n* - [x] Depth of field\n* - [x] Film transparency [D4874](D4874)\n\nFor later:\n* Material without nodes\n* Motion blur"
] | [
"The header color of muted vs non-muted \"Value\" nodes is almost exactly the same.\nAny 2.80 build.\n\n**Description**\nI'm not sure that this is the perfect place to report this since it's not exactly a \"bug\". If this is not the right place, please feel free to point me in the right direction.\n\nSee attached image to see a muted and a non-muted Value node under the current Dark theme.\n\nNow my eyes are not perfect(they are in fact quite bad) but I'm not colorblind and I find it extremely difficult to tell the difference between those two reds. Difficult enough that this just caused me to go troubleshooting my nodes for 15 minutes only to find out one of my values was simply muted.\n\nTo avoid this from happening, the behaviour for muting should either be changed(for example turn the entire node a different color rather than only the header, or add a red cross across the entire node) or themes as a rule of thumb should avoid using red color under the Node Editor category (Except for Output nodes, since those cannot be muted afaik), and the current default themes should be changed to follow that rule of thumb:\n"
] |
Sequence Editor Blend Modes
Operating system: Windows 10
Graphics card: NVidia GTX-550TI
Broken: (example: 2.80 and later)
Worked: (2.79.6 or UPBGE)
Sequence Editor new Blend Modes no float support. Overlay, Burn, Dogde etc.. does not work properly. It accepts numbers between 0 and 1 as 1.
 | [
"Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases",
"Polishing Correct Face Attributes\n- [ ] Initialize operators options based on the \"correct face attribute\" value (e.g., edge slide).\n- [ ] Unify naming of the option and the operator options.\n\nThe way we do Proportional Editing seems to be a good example to follow. These issues have been raised on 4387aff",
"Use aliased names for file versioning checks\nOperating system: Linux-5.0.13-arch1-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n\nThe new angle setting of the Sun light type is not saved with the blend file. It always defaults back to 11.4°.\n\n\n- Add Sun lamp\n- change the angle\n- save the file and reopen it.\n\n\n\n",
"Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n\nbad\n\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n",
"Eevee motion blur causes ghosting on image sequences when steps are greater than one\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nAlso tested on Windows-10-10.0.19041\nGraphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.90.0\n\nThe next frame of an image sequence/video texture is added onto the current one when the step count in Eevee's motion blur is any value greater than one.\n\n\n\nDemo file: [blur.blend](blur.blend)\nVideo used: [demo.mov.zip](demo.mov.zip)\n\n1. Create a material that references a video or image sequence in any form\n2. Turn on motion blur and set step count to any value greater than one\n3. Render",
"Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n",
"Cycles: Normal Edit modifier after displace modifier does not with motion blur (Eevee seems fine)\nTried on multiple systems\n\nBlender 3.0 (And the previous beta builds)\n\nThe normal edit mode will not work with motion blur enabled\n\nSee attached file - Using a NormalEdit modifier looks correct in viewport then fails at render time if motion blur is used in combination with the attached Geometry Nodes tree that is displacing the main geometry over time. \nWith the node tree disabled the NormalEdit modifier works even with motion blur.\n\n**Viewport Result:**\n\n\n**Rendered Result:**\n\n\n\n**Demo file:**\n[Bug (1).blend](Bug__1_.blend)\n[#93700 Cycles Normals Motion Blur Displace.blend](T93700_Cycles_Normals_Motion_Blur_Displace.blend)",
"EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)",
"Fade Geometry state changes selectability\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 10)\n\nWith Fade Geometry enabled, other objects can not be selected while in pose mode.\nWith Fade Geometry disabled, other objects can be selected while in pose mode.\n\n[#70907.blend](T70907.blend)\n\n- Open file\n- Try clicking on bone and cube - selected item and interaction mode should be changed\n- With the bone selected and in pose mode: in Viewport Overlays, check Fade Geometry\n- Repeat step 2 - once in pose mode, cube can not be selected\n\n\n",
"Omitting a leading zero on transform commands complains on the terminal\nOperating system: Kubuntu 20.10\n\nBroken: 2.83 - master\n\nTyping transform commands with a number lacking a leading zero complains on the terminal but works otherwise. For example, when inserting commands like scale 90% as `s.9` there is output on the terminal saying:\n\n```\n File \"<string>\", line 1\n .\n ^\n SyntaxError: unexpected EOF while parsing\n```\n\nThat is a bit worrisome because I thought there was something wrong with the blend file I'm working on.\n\n1. blender --factory-startup\n2. select the default cube\n3. insert `s.9`\n",
"Video Sequence Editor cache not updating for scene strips\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nNot sure if I'm doing something wrong here, but the Video Sequence Editor is not updating scene strips when changes are made to the scene (like object/camera manipulation).\nWhatever is cached before the change stays in memory. The only way to force the update I've found so far is to change the \"Preview Shading\".\n\nThe expected behavior is that any visual change made to the scene in the scene strip would be updated real-time without changing the Preview Shading every time.\n\nThis isn't the case in 2.79. For the most part, I found scene strips updating when I made changes to the scene. If it won't update for some reason, I'd toggle something that won't affect my scene (like \"Show Grease Pencil\" when I have no GP elements).\nWhile even this wasn't ideal, at least I wasn't forced to change the strip visually to force the update, and it didn't need to be done every time.\n\nIf this isn't a bug but it's a settings issue, maybe the defaults need to be changed to make it work as expected.\n\n1. Add a scene strip to the VSE.\n2. Playback the timeline in VSE.\n3. Do something to change the scene. (e.g. Add a new Cube, move the camera, etc.)\n4. Scrub the timeline in VSE, and you should find that wherever there is cache, the scene doesn't update.\n\n[T66891_VSE_cache_scene.blend](T66891_VSE_cache_scene.blend)",
"Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n",
"GP transparent layer doesn't blend with background object \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nI have a foreground grease pencil object, and a background grease pencil object (yellow blob).\nThe foreground object contains a layer set to 0 opacity.\nWhere this layer overlaps the background object in the viewport, the background object is invisible.\nExpected behaviour: the visibility of the background grease pencil object isn't affected by transparent layers in a foreground object.\n\n\n\n\n\n[#89286.blend](T89286.blend)\n\nForeground object \"makes hole\" in background, doesn't blend. Rotate viewport camera, suddenly it blends correctly.\nWhen foreground location is set to 0,0,0 it blends correctly too.",
"Limit Scale does not Limit Scale on the Minimum Value\nOperating system and graphics card\nOS X 10.8.5\nGraphics AMD Radeon HD 6490M 256 MB\n\n\nBroken: Blender 2.69\n\nThe Limit Scale constraint fails with a minimum value of 0.0. The user is able to bypass the minimum and scale all the way \"down\" to the negative maximum value. It is easiest to bypass the minimum value at 0.0. It is also possible at values close to zero such as 0.2 or 0.4, but the user must move the mouse rather quickly to jump over the minimum value into the negative side.\n\nThis is reproducible with the default blend or with the attached.\n[limit_scale_bug.blend](limit_scale_bug.blend)\n",
"Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)"
] | [
"Blend modes are broken\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.1 26.20.15029.20013\n\nBroken: version: 2.90 (sub 0)\nWorked: Never\n\nOutput of various blend modes is different depending on whether byte or float image is blended\nRight now I am not sure which result is correct (or if any)\n\nIn example file Blend is set to Linear burn with brush strength of 0.5 (I assume this will give brush pixels alpha of 0.5)\n\nI have found this bug while working on [D7314](D7314), so I can work on fixing blend modes as well, or at least I would like to be involved in how this will be fixed. Of course, if this is actually bug and not only me being dumb.\n\n[#75844.blend](T75844.blend)\n- Open file\n- Paint both textures with pre-set brush\n\nResult is different\n\nAs a consequence, some blend modes also work unexpected in the Video Sequence Editor, see #76376, #74440, #79333 for details.\nAlso note that this was once changed in fdee84fd56, so we are now in a \"fix-for-fix\" scenario...",
"video editing / Compositing multiply mode\nOperating system: Fedora 30\nGraphics card: nvidia\n\nBroken: 2.83.1 \nWorked: NA\n\nMultiply mode doesn't work as expected. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1/ \nOn VSE, add image \n[ background-shadow.png ] \n[ background.png ] \n\n2/\nchange mode to multiply of background-shadow.png \nbackground.png mode : Cross\n\nresult screen shot:  \n\nWhat I expected : ",
"Video Sequence Editor: Opacity doesn't affect some of the blending modes\nOperating system: Windows 10\nGraphics card: RTX 3060ti\n\nBroken: 2.93 alpha as of the 24th of february\nWorked: It's been like this since I used the VSE for the first time some versions ago, just haven't report it until now :)\n\nWhen using some of the blending modes in the VSE the opacity slider won't do anything until you drag it all the way down to 0.\nThe bug does not affect all Blending modes, for example Add, Multiply and Alpha Over works as intended, but Screen, Color Burn and Difference do not.\nI don't really see any pattern of which that works and don't.\n\n- Go into the VSE\n- Add two images (one above the other)\n- With the top image selected, go to `Side panel -> Compositing` and change the blending mode to `Screen`\n- Change the opacity value."
] |
Mouse moved Animation instead of Zoom, couldnt save with keyboard
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51
Broken: version: 3.0.0 Alpha
After doing an Export to glTF format, mouse wheel no longer worked zoom, but moved animation track instead, backwards and forwards via mouse wheel. They trying to save out, keyboard save didnt function. Used mouse click File/Save... and that worked and exited out and rebooted.
Full scene, tons of parts, scene in Model window, parts in 'Solid' mode to save resources (solid color selected for all parts). Exported a scene in glTF after about 2 hours of work and also exports in glTF. I had Microsoft Flight Simulator MSFS running in the background, in sleep mode, (paused using Escape key). Normally no issues ever occur except perhaps slow down of system, very slight slowdown, barely detectable.
This is on the new May 11th build Blender, occurred only once, but in the past with other Alpha versions of Blender 3.0, this would occur, but very very rarely. But it happened again, and thought I would let you know. My thoughts are, it might be memory related. See second post for bugs today.
Bill Ortis
Lionheart Creations
| [
"Alembic: Camera properties (focal length, focus distance, ...) animation not importing\nMacOS 10.13.3\n\nBroken: 2.79 5bd8ac9\n\n\n\nWhen importing camera in FBX or ABC file (exported from Nuke), the animation of focal length is not importing. It's being set to a constant value according to frame 1. Other values are imported correctly.\nIf I reimport to Nuke, the focal length is correctly animated.\n\nCamera files attached.[camera.fbx](camera.fbx)\n\n[camera.abc](camera.abc)\n",
"Moving cursor quickly jumps it out of the window when translating objects\nArchlinux\nNvidia GTX 460\n\nBroken: 2.7 RC1\n\nIt's possible to escape the window by moving the mouse quickly while translating an object. This does not seem to be possible while moving the view.\n\n1. Open blender in windowed mode with some space at the top of the screen\n2. Open default startup file (load factory settings)\n3. Select the default cube and press G+Z, then move the mouse sharply upwards as fast as possible (I don't actually need to move it that quickly, it's happened several times by mistake. But just to be sure.). The cursor will escape the window (will not wrap).\n4. Try the same with rotating the view (press and hold MMB, move mouse upwards quickly). The cursor will not escape, even when going at least as fast as when translating objects (sometimes the cursor will appear outside the window, but it still wraps).\n",
"Wrong editor type saved in workspace\nOperating system: Win11\nGraphics card: AMD Radeon (TM) Graphics (Included Graphics)\n\nBroken: 3.5.1\nWorked: N/A.\n\nMy properties editor is glitched and keeps resetting to nonlinear animation editor.\n(When saving file and reopening)\n\nIdk how to repreduce it, but here are steps for my blender file:\n1. Switch editor type to properties editor.\n2. Save file.\n3. Close blender .\n4. Open the saved file.\n5. Properties editor switched to nonlinear animation editor.\n6. (When repeating 1-4 with all objects deleted, then its working normally without the switch at restart).\n7. Viedeo: EDgFd6MIzjM.\n\n",
"UV Stitch and Minimize Stretch do not support the trackpad\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\n\nWe can use the mouse wheel while executing \"UV Stitch\" and \"Minimize Stretch\" operators to adjust the Limit and Blend values. However, this feature is not available for trackpad users.\n\nA possible solution can be seen here:\nD8812\n\n",
"Next/Previous Keyframe breaks when \"Show Only Selected\" is disabled\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha, branch: master, hash: `60a9703de8`\nWorked: never, 2.79 also had this problem in a way (but slightly different due to limitations of its dope sheet). 2.83 has the exact same problem described here.\n\nNext/Previous Keyframe ( {key up} and {key down} in the dope sheet) do not jump to the next/previous key **shown**, but to the next/previous key of the **active object**.\n\nIn other words, it sort of works as if \"Show Only Selected\" is always enabled, but then even more strict, only responding to the keys of the active object. This can probably be tracked down to the dope sheet only showing animation data of the active object back in the old ≤2.79 days.\n\n1. Open the attached blend file.\n2. See that the current frame is set to frame 1.\n3. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n4. See the message \"No more keyframes to jump to in this direction\". *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n5. Click on the Cube to make it active + selected.\n6. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n7. See that it jumps to frame 10, which is the next keyframe in the Cube's animation. *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n\n\n\n[next-prev-keyframe-selection-issue.blend](next-prev-keyframe-selection-issue.blend)",
"Menus open on upward mouse movement\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia GTX 1070\n\nBroken: current master 2.90.0 (fc672ce8e24e)\nWorked: Never\n\nWhen there are a lot of modifiers in the stack which make the evaluation slow there is a weird effect with the dropdown menu. It somehow glides when dragging to the next modifier.\n\n\n\nTo the default cube, add array modifiers until your memory usage is at roughly 300MiB. Then drag over the drop down arrows like shown in the gif.",
"Motion blur not working for fluid sim in USD\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.0.1\n\nMotion blur not working for fluid sim in USD\n\nCache the sim from the attached file. Export as USD. Render in Cycles with motion blur.\n\nIt works in alembic but the cache needs to be in uni cache. VDB doesn't work\n\n[MB_USD.blend](MB_USD.blend)\n\n",
"tablet mouse mousemove events are firing when should not\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\n\nBroken: version: 3.0.0 Alpha\nWorked: not tested\n\ntablet mouse mousemove events are firing when should not\n\ntablet mouse mousemove events are firing when should not, i.e. when pen is pressed down, not moving, at full force to max out pressure and holding with both hands to prevent tilting (and verifying by numbers that it is). to repeat have a wacom, run code, watch terminal, press pen on tablet and prevent it moving. with regular mouse mouse move events are not firing when mouse is not moved so i think tablet pen when is not moved, its pressure or tilt is not changed should behave the same..\n\n```\nimport bpy\nfrom mathutils import Vector\n\n\nclass ModalOperator(bpy.types.Operator):\n bl_idname = \"object.modal_operator\"\n bl_label = \"Simple Modal Operator\"\n \n def modal(self, context, event):\n if(event.type == 'MOUSEMOVE'):\n if(event.is_tablet):\n print(event.type, event.mouse_x, event.mouse_y, event.pressure, event.tilt.x, event.tilt.y, )\n if(self.mouse_x == event.mouse_x and self.mouse_y == event.mouse_y and event.tilt == self.tilt and event.pressure == self.pressure):\n #\n - should not fire mouse move event while everything is the same? like with regular mouse..\n #\n print(\"!\" * 100)\n else:\n print(\".\")\n \n self.tilt = event.tilt\n self.pressure = event.pressure\n self.mouse_x = event.mouse_x\n self.mouse_y = event.mouse_y\n \n elif(event.type in {'ESC', }):\n return {'CANCELLED'}\n \n return {'RUNNING_MODAL'}\n \n def invoke(self, context, event):\n self.mouse_x = 0.0\n self.mouse_y = 0.0\n self.pressure = 1.0\n self.tilt = Vector()\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n\n\ndef register():\n bpy.utils.register_class(ModalOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(ModalOperator)\n\n\nif __name__ == \"__main__\":\n register()\n \n # test call\n bpy.ops.object.modal_operator('INVOKE_DEFAULT')\n\n```\n",
"Mouse leaves window during walk navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.3.0\n\nmouse goes out in walking navigation\n\n\n- Simply open any file\n- Activate walking navigation and turn the mouse from top left to bottom right quickly several times (between 3 and 5 times)\n\n",
"Trackpad stops working for a while\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M\n\nBroken: 3.6.2\nWorked: don't know\n\n\nSometimes, Blender stops responding to trackpad gestures such as two-finger scroll or pinch zoom. This is not just in the viewport but everywhere - I can't scroll menus or the node view, for example.\n\nThe UI is otherwise responsive when this happens - I can scroll menus by dragging the slider at the edge, just not with a two-finger scroll.\n\nIf I go and do something else in another app for a few minutes, it usually fixes itself.\n\nThis happens sporadically and I don't have a reliable way to reproduce it, but it seems to happen often after I render an image - after the image has rendered, I try to use pinch-zoom to look more closely and find I can't. I am not sure if it happens in other situations as well - if it does I will update this report.\n\n\nI'm afraid that I can't reproduce this reliably - it just happens every now and then, in any .blend file. I am happy to take any advice on how to look for a way to reproduce it.\n\n",
"Node edge scroll ignores locked axes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown\n\nLock axis operation is broken in Node editor tab.\n\nRegarding locked axes:\n- Select node and start translate (`G` in default keyboard layout?)\n- Lock onto X axis\n- Move mouse to upper or lower edge to scroll in Y direction\n\nNode moves along Y axis even though the lock should prevent this\n",
"Camera to View and zoom do not work with orthographic cameras\nIf you switch to ortographic camera (point 1), and try to zoom in with the camera viewport active, the camera behaves as \"view lock>camera to view\" unchecked.\nThe correct behavior is that you can get near the object without changing the camera \"unlock view > camera view\" (point 3). Even though it's checked, it's not working as intended (check point 2 in the picture)\n\n\n- Open attached .blend file\n- Try zoom in, dolly in...\n[ortho_bug.blend](ortho_bug.blend)\n\n",
"Unwanted camera movement\nOperating system:\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.6.1, 2023, non of the versions I have tried has worked \n\n\nI have enabled the feauture to \"fly around\" by pressing shift + f. When you press those buttons you will be able to fly using W D A S keys. Sometimes when I use this feauture it works fine but after a while it starts bugging. For example I use this tool for zooming in on objects really close and when this bug comes in this happens: I go really near the object and everything looks fine but when i left click like your supposed to do the camera moves places. It usally starts just moving a little, but the closer you get to an object the more it moves. Like it snaps out of place.\n\n\n- click shift + F \n- move near an object (cube) \n- left click to settle the camera\n- and see how it moves\n\n",
"Multi-touch gesture: Zooming is reverse in shader editor comparing to viewport\nOperating system: macOS-11.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.6.4\n\nBroken: version: 2.93.1\n\nZooming is reverse in shader editor (other 2d editors are fine)\n\n- Hold ctrl and drag downwards\n- This will zoon in the viewport but zoom out in shader editor\n\n- - -\nsteps from original report:\nOn MacOS, by holding CMD and scrolling on the magic mouse you can zoom on the object. the correct behavior is that dragging down should zoom-in. but it's reverse in the shader editor.\nand if I set the \"Invert zoom direction\" in the settings, it will do both of those oppositly\n\n",
"After setting a shortcut for the \"Auto Keyframe\" button, there is an exception in the status display.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: none\n\nSee below\n\nUse right click->assign shortcut key\nCreate a shortcut for the auto keyframe button e.g. ctrl+alt+n\nThen test the shortcut in a different viewport and you will see that it looks like nothing is happening.\nBut,**The auto keyframe state is actually changed**, but the button display is not refreshed, and the button dispaly state is changed only when the mouse moves to the timeline window.\n\n"
] | [
"Newest Build May 13, Mouse Wheel began running Animation track, could not click on scene items\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\n\nAfter exporting glTF files from scene, I lost mouse clicking on scene items, in both Outliner and Main Model window. Also, MouseWheel used animation track.\n\nExport large scene, glTF format, 2 times or more. Scene in Model window, materials set to Solid, all parts visible.\n\nHope that helps.\n\nBill Ortis\nLHC\n\n"
] |
Boolean modifier difference adds instead of subtracting
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: AMD Radeon(TM) R3 Graphics ATI Technologies Inc. 4.5.13558 Core Profile Context 26.20.11008.1007
Broken: version: 2.83.2
Worked: has not worked in any previous version tried
The boolean modifier with a difference operation in some cases adds the meshes instead of subtracting them.
This problem may occur in part because of a mirroring of some vertices in the mesh on which the modifier is added.
I have seen this problem in numerous versions of Blender (2.83.2, 2.79b, 2.76b), running on numerous different systems.
Here is a StackExchange issue I made a while ago (with screenshots). I had thought that a different solver resolved the issue, but it still persists even in more recent versions.
why-does-boolean-difference-add-material-to-this-mesh
I have tried editing the meshes involved, using different modifiers, and other approaches. So far, I have not managed to find a way to fix or work around this issue.
In the attached file, the mesh "Cylinder.001.Frame" has two active meshes that should show difference modifiers. The one with the mesh "Text.Version.002.3-4mm.goggles1.001" adds material instead of subtracting it.
[goggles-1-1-422.blend](goggles-1-1-422.blend) | [
"Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n\n\n",
"Modifiers which deform spline points propagate across all users of the same data unexpectedly\nVersion: 2.81 build Oct 23 (Linux 64)\n\nWhen a Curve Object Modifier uses the \"Apply On Spline\" setting, it seems to affect the curve data directly. This means that if a curve data block is used by multiple objects, a modifier on one of those objects will affect all the others.\n\n[curve_modifier_bug.blend](curve_modifier_bug.blend)\n\nTo reproduce, open and inspect the attached file. Notice that the objects on the left both have deformation modifiers, while their clones on the right do not. However, the curve object still appears to be modified because it uses the same data as the modified curve object. This is not how modifiers are supposed to behave. \n\nThe expected behavior is demonstrated by the two mesh objects. Like the curve objects, they also share the same data, but the effect of the modifier is limited to the owner of the modifier.",
"Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n\n2) In the material disconnect the alpha socket, now it should look different.\n\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent",
"Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.",
"Displace modifier with Image Texture causes scene slowdown\nOperating system: Linux-5.4.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nCaused by 23919d2275\n\nMesh object with a Displacement modifier using IMAGE TEXTURE can grind scene to a halt by forcing modifier stack to reevaluate on smallest changes to scene (such as adding objects, removing etc). \n\nInterestingly with built in textures (Cloud, Voronoi) it's very fast and functions as should.\n\n\n- Add subD modifier. Relatively high level (with respect to detail)\n- Any image texture (e.g rocks, wood, cloth)\n- As bonus can add Decimate modifier to confirm slowdown and force reevaluation of scene.\n- Try add new objects, erase etc, everything will freeze until that particular objects modifier stack is reevaluated.\n\n\n\n[displace_image_slowdown.blend](displace_image_slowdown.blend)\n\nThank You!\n",
"Subdivision surface modifier creates self-overlapping geometry on coplanar non-triangulated face\nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics (ICL GT2) Intel 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 2.93.4 -- confirmed in 3.1a 12/20/2021\nWorked: Unknown\n\nWhen set to simple, the subdivision surface modifier creates self-overlapping geometry with certain concave polygons on non-triangulated coplanar face:\n\nCan be related to #61145. See steps for more details.\n\nThis affects the `Subdivide` node in Geometry Nodes as well. \n\nAttached file have needed objects to reproduce.\nIn image is different examples of issue, from left to right then top to bottom:\n1. Plane with `Simple` subdivision surface modifier, works as expected.\n2. Plane with top-left vertex moved so that it's edges have angle >180 degrees. When moving either right, down or towards bottom right vertex issue will show itself. In this working state sum of this vertex angle and it's neighbors is strangely close to 270 degrees (with remaining bottom-right vertex having 90 degrees).\n3. Vertex moved close to opposite one. In `Top` view it shows that this unnecessary face have back normal but if you move viewport aroung you'll see it's gliching, overlapping with another face that have forward normal.\n4. Case where top edge of a plane is subdivided and created vertex moved to center to the point of glitching. See that on the right it shows back face normal but on the left it shows different color which I don't really know what it means.\n5. Showcasing slightly different glitch. When troubled vertex moved top/right face with back normal will disappear. That might be filed as separate report.\n6. Same as - [x] but bottom-right vertex also moved close to top-left one. Notice that while top-left vertex not moved from it's \"glitchless\" position in - [x] there is still bug.\n\nIssue is gone if face is non-coplanar. That can be seen if in attached file second collection made visible:\n\nThat is same meshes as before but with troubled vertices moved down Z axis. If view is rotate the cause for self-overlapping geometry can be seen. That's example [3]:\n\nWith that topology it's clear that if you move vertex so that face becomes coplanar you'll get self-overlapping geometry. \n\n`Simple` mode of subdivision surface definitely doesn't befave like `Subdivide` in Edit mode. You can see that in non-coplanar example [1]:\n\nWhen entering Edit mode transparent initial mesh without modifier is shown. If it behaved like `Subdivide` then it would not be shows because of full match with modified geometry.\n[examples subdivision coplanar non-triangulated.blend](examples_subdivision_coplanar_non-triangulated.blend)",
"Modifiers after physics ones shouldn't invalidate cache\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.93.0\n\nIn current Blender, any change on modifiers invalidates.\nModifiers *after* physics modifiers won't affect the result of physical simulation, therefore they shouldn't invalidate the cache. \n\n\n1. Create a plane\n2. Give it Cloth and Subdivision modifiers, in this order\n3. Set the end frame to 10\n4. Play animation until the end\n5. Stop animation\n\nNow the simulation is cached.\n\n6. Change the viewport division level on Subdivision modifier\n\nNow the cache is invalidated.\n\n",
"Broken Twist on meshes deformed with Particle Instance Modifier with Along Path\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\n\nThe twist of a mesh deformed with the Particle Instance Modifier with the Along Path option seems broken, more noticeable with steep curvature in hairs. I compare it to the Curve Deform modifier as an example of proper deformation. Now, you may say it's an unfair comparison given that curves have an explicit twist that you can modify, unlike hairs. But even without controlling the initial twist of the hair, it's broken in a couple of ways.\n\nFirst, it deforms the mesh unevenly, with some vertices twisting more than others, even in a case where vertices are completely equidistant around the origin and both origins are aligned, like the cube in this image. The selected face and the edgeloop here should be squares but aren't, unlike in the curve deform modifier \nSecond, when changing the length with the Position Slider, the whole thing seems to change twist at once. Instead of having a consistent twist on each point of the path [Particle Instance Mod bug2.mp4](Particle_Instance_Mod_bug2.mp4)\nAs a side note, when using Along Path, finding how to orient your mesh to the hair is unintuitive, always using the global Y axis as the length axis in which I added subdivisions but then twisting weirdly when changing the Axis option in the modifier, I settled for Z in this example.\n\n\nAttached is the same file used in the video, you can open it and move the Position slider in the Particle Instance Modifier, the scale of the Curve Deform modifier example is driven by it so you can see both changing in real time.\n\n[ParticleInstanceTwistBug.blend](ParticleInstanceTwistBug.blend)\n\nWhy do I think this is happening? Well, if you select the object with the particle system, go to the particle properties, and change the length of the hair under the Render>Timing>End subpanel, you can see the problem is the same, basically the twist changes with length. Maybe the modifier should do something different and get the twist from the whole length particle and then scale the mesh instance before deforming or something like that, idk\n\n",
"“Surface Deform”-modifier is overwriting the whole modifier stack\nOperating system and graphics card\nFedora 27 / GeForce GT 740\n(OS-independent issue)\n\n2.79a - offical release - 8928d99270f\n\nUnlike the “Mesh Deform”-modifier, which is applying the changes in a relative fashion, the “Surface Deform”-modifier just overwrites the previous modifier/s with the absolute values of the transform.\n\n[bug_report_surface_deform_modifier.blend](bug_report_surface_deform_modifier.blend)\n\nPlease look into the attached blend-file to follow the examples:\n\nExample1: adding two times the same “Surface Deform”-modifier on top of each other yields the same result as just one or in fact any number of copies of this modifier, thus rendering the nature of the modifier-stack here somewhat useless. In contrast e.g. the “Mesh Deform”-modifier would apply each copy of itself as a relative transform, thus building upon the previous modifiers in stack and changing the output-mesh with every copy of itself.\n\nExample2: Using the “Multi Modifier”-option of the “Armature”-modifier usually takes the same data as the previous modifier as input. The results of the previous modifier and the “Armature”-modifiers are then mixed together, using the weights of the Vertex Group as “mixing guides”. But in the case of the “Surface Deform”-modifier being the previous modifier this seems not to apply and the “Multi Modifier”-option takes no effect at all.\n\nExample3: Adding the “Surface Deform”-modifier on top of “Armature”-modifier overwrites the effect of the “Armature”-modifier (and all other modifiers prior to the “Surface Deform”-modifier.\n\n( An additional oddity seems to me that there is no option to control the overall influence of the “Surface Deform”-modifier with a vertex group, as is usually the case with all other deform modifiers. This though is not part of the bug report and rather a small feature request – but if someone is already looking into the above issue, I figured it wouldn't hurt to mention it here as it is probably just a matter of copy and paste from any modifier that already has this implemented - I might be wrong here though of course - please forgive my ignorance.)\n\nThank you for taking your time to look into that issue.\n\n\n",
"Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.",
"Regression: Crash with boolean modifier\nOperating system: Fedora Linux 36 (Workstation Edition)\nGraphics card: Nvidia Geforce RTX 3080\n\nBroken: 3.2.1, 3.3 alpha\nWorked: 3.1\n\nCrash with boolean modifier\n\n- Open .blend file\n- In boolean modifier tab -> select `dot cutter` for boolean operation\n[yin_yang-v1.blend](yin_yang-v1.blend)\noriginal file: [F13292564](yin_yang.blend)",
"Nonfunctional \"Vertex Weight Proximity\" Modifier's Influence Mask Inversion\nOperating system: Linux-5.4.0-66-lowlatency-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nLast Broken: version: 2.93.0 Alpha\nFirst Broken: version: 2.90.0\nWorked: version: 2.83.13\n\nButton for inversion of Influence Mask (modifiers[\"VertexWeightProximity\"].invert_mask_vertex_group) in \"Vertex Weight Proximity\" Modifier doesn't work.\n\n\n* Open the attached .blend file.\n* Click Invert button of \"Mask Vertex Group\" in \"Vertex Weight Proximity\" modifier (Influence section).\n* Mask is not inverted on the model & Face button of Geometry proximity mode gets wrongly highlighted. (Its highlighting seems to be linked with the Invert button.)\n\n* Another thing I observed is that any change of Geometry Proximity mode (ie. Vertex / Edge / Face) clears both Falloff inversion and Mask Vertex Group inversion if they are switched on. Which was the case in Blender versions 2.83.x too.\n\n[Vertex Weight Proximity Bug.blend](Vertex_Weight_Proximity_Bug.blend)\n\nP.S.: This issue might be connected with the issue:\nT83863\n\nThanks and have a good day!\n",
"keyed Particle Simulation render is different from the viewport\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n* the viewport shows different and renders it out a different way. \n* Actually, as the particle wants to come form the cube and form a sphere by each part.\n* it works correctly by after some time this had changed and start to work wrongly.\nadd a cube and a sphere. give subsurf modifier to cube to match the number of faces in the sphere.\n\n>**Particle Emission**\n\n**cube:**\n\n**sphere:**\n\n\n>**Explore Modifier**\n\n* apply to explore modifier to cube and sphere after the particle system\n**cube explore modifier:**\nselect the cut edge, unborn, alive\n**sphere explore modifier:**\nselect the cut edge, Alive, death\n\n>**Particle Physics**\n\n**cube physics:** newton\n**sphere physics:**\n\n>I didn't use cache for this animation\n\ngive emission material to both\n\nthis is the screenshot of the 81th frame in render view \nthis is the render of the 81st frame \n\n[report.blend](report.blend)\n",
"Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)",
"Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)"
] | [
"Boolean Difference works like Boolean Union - modifier bug\n{[F7646099](mastering_drivers_copo.blend)}Operating system: Windows 10 pro\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen i follow the cup tutorial from MASTERING DRIVERS ON BLENDER 3D in the 2.8 version, using a wireframe cube on target of boolean in difference mode, after move down on Z the difference work like union function.\n\n\nBased on the default startup or an attached .blend file (as simple as possible)."
] |
Cycles CUDA bug when rendering volumes
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56
Broken: version: 3.4.0
[I'm trying to create shader based nebulae and when changing the parameters of the noise in the shader cycles just stops rendering in viewport and gives the "invalid pc in CUDA queue copy_from_device (integrator_shade_volume integrator_queued_paths_array)"
When switching from rendering to solid and back to rendering it says
"Failed to create CUDA context (invalid pc)"
Switching to eevee and back to cycles also doesn't solve this.
I've kept the volume step size high (low resolution) and still it crashes multiple times every minute causing me to frequently reload the file. I encountered this issue in 5-6 blender files with similar setups (volumetric shading). ]
[Setting up principled volumes in shader. Multiple noise nodes controlling denstiy. changing values causes issue to occur. It takes time for the error to start occurring but once it does happen it gets progressively more common]
[{[F14101953](S2_Dark_Nebula.blend)}]
| [
"Cycles volumetrics mesh intersections visible when volume's shape does not match its mesh\nOperating system: tested on Windows 10 ; Linux Mint 20.2\nGraphics card: tested on GTX 1070 ; RTX 3090\n\nBroken : tested on 2.80 to 2.93 (official) and 3.0\nWorked : None\n\n**Description of error**\nCycles volumetrics mesh intersections are visible when the volume shape (density) is modified by nodes.\n\nIntersection example :\n \n\nOther example with .blend :\n\n[volumetric_bug.blend](volumetric_bug.blend)",
"EEVEE NEXT: Memory leak when switching render type\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\n\n```\nError: Not freed memory blocks: 1, total unfreed memory 0.000038 MB\n```\n\n1. Start render default cube in cycles\n2. Switch no eevee next (render turned to black)\n3. Closed blender",
"Cycles Denoising normal has strange artifacts on materials with subsurface scattering and metallic enabled\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.4.0 Alpha\nWorked: None\nTested on 3.0 LTS, 3.4.0 and 3.6.0, same issue appears in all versions.\n\nDenoising normal shows strange behavior when a material has both subsurface scattering and metallic enabled. This only happens with CPU rendering and can cause denoising issues.\nWhile there is no reason to use metallic and subsurface scattering at the same time, a user might accidentally leave subsurface scattering enabled without noticing.\n\n- Create a new scene or open attached file\n- Switch to Cycles CPU rendering\n- Create a new material and set Subsurface and Metallic to 1.0.\n- Switch to cycles render\n- Select `Denoising normal` in viewport shading popover\n",
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"Blender crashes with Segmentation fault when selecting Render Preview in Cycles with GPU Compute\nOperating system: Linux-6.1.46-gentoo-gentoo-dist-x86_64-12th_Gen_Intel-R-_Core-TM-_i3-12100F-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 6400 (navi24, LLVM 16.0.6, DRM 3.49, 6.1.46-gentoo-gentoo-dist) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 3.6.0\nWorked: - (read description)\n\nWhen I try to render using Cycles on my GPU, blender immediately crashes with Segmentation fault, as the error message. Here are the logs that were shown right before the Segmentation fault:\n```\nI0903 17:06:40.864868 14239 device.cpp:511] Mapped host memory limit set to 12,302,073,856 bytes. (11.46G)\nI0903 17:06:40.865039 14239 device_impl.cpp:62] Using AVX2 CPU kernels.\nWriting: /tmp/blender.crash.txt\nzsh: segmentation fault blender-3.6 --debug-all\n```\nIt worked with =dev-libs/rocm-comgr-5.3.3-r2, but started happening after the new update of the package. I used to apply a patch that solved the problem of being unable to select the render device in Blender's options (27552#issuecomment-1379233453), but with the new rocm-comgr package, the original problem solved itself. The old version of Blender (version 3.5.1) that worked before rocm-comgr got the new update, doesn't work now.\n\n1. Open the Render properties tab and set the Render Engine to Cycles.\n2. Set the device to GPU Compute.\n3. Set the viewport shading to Rendered.\n\n",
"Blender stops updating display after GPU spike\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 2.92.0 Beta\nWorked: I have not found a version that works as expected on this computer. I have tried 2.79, 2.8, 2.91\n\nI was premature in saying the problem is gone for [#85061 ](T85061).\n>After a few minutes of using Blender, the window freezes. Windows does not detect that it is not responding, but Blender does not respond to any input, including clicking on the close button. All elements that are drawn by Blender remain as they were at the moment of the crash except if I resize the window smaller.\n\nIf I watch the performance tab on Windows Task Manager, the freeze coincides with a 100% spike on the GPU.\nAs long as that spike doesn't happen, there is no problem, but once it does, Blender stops responding to any input, but it does not crash.\nI have updated my graphics drivers.\n[blender_debug_output.txt](blender_debug_output.txt)\n\nI have not determined exact steps. It has occurred on multiple files doing multiple different tasks. As far as I can tell, there is no correlation between what I am working on or what task I am performing, and the error occurring.\n",
"CUDA misaligned address error when rendering the image\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nThe error occurs when rendering in a scene. It only occurs on the gpu and consistently occurs on optix and cuda. The scene starts rendering and gets to about 20/40 samples before the error occurs and it completely stops rendering. This happens both in viewport and render modes. Blender cannot be closed normally or go into viewport mode after the error occurs. It just crashes\n\nThe GPU is not running out of VRAM, Task manager shows blender barely uses 3GB VRAM before running into the error even though the gpu has 6GB\n\n`Misaligned address in CUDA queue copy_from_device (integrator_shade_volume integrator_queued_paths_array)`\n\n\n\n1. Open the scene\n2. Render image\n\nI have tried updating drivers, rolling back drivers, using previous versions (all the way back to 3.4)\n\nTest file: view?usp=drive_link",
"Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n",
"Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)",
"\"Illegal address in CUDA queue\" error occurs when I use both Principled BSDF and Adaptive Subdivision\nOperating system: Windows 11 Pro 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\n-**\"Illegal address in CUDA queue\"** error occurs when I activate both Principled BSDF and Adaptive Subdivision at the same time.\n-It would work fine if I don't use both at the same time.\n-Here are the possibilities of the error occurring when I use different settings:\n1. Principled BSDF + Adaptive Subdivision = **error**\n2. Texture Coordinate surface + Adaptive Subdivision = **no error**\n3. Principled BSDF + NO Adaptive Subdivision = **no error**\n\n-I can use a high poly count without Adaptive Subdivision *(e.g. Level viewport = 7)*, works fine. But as soon as I turn it on *(even with low poly count, e.g. Dicing scale = 1)* combined with Principled BSDF, the error occurs.\n\nIn the file I sent, I've already activated Principled BSDF + Adaptive Subdivision, you need to turn on the \"Rendered Viewport Shading\" and then slide the Scale parameter of the Noise Texture very quickly and the error should occur.\n",
"Point Cloud - Missing Particles when Rendering with Cuda on Linux\nOperating system: Linux-5.13.0-35-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0\n\nWhen rendering large amounts of particles with CUDA on Linux, there appear to be some random patches of particles missing. This does not occur when using the OptiX rendering backend or CPU rendering backend. This problem **does not** occur on Windows for any rendering backend, i.e. the same render has been confirmed to work on Windows with the CUDA backend.\n\n1. Open the attached .blend file.\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n(alternative)\n1. \n - create a plane object and create 1000 edge loops in x and y direction so that the object has roughly 1 million vertices.\n - add \"Mesh to Points\" geometry node with radius 0.001\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n.blend File:\n[particles_problem.blend](particles_problem.blend)\n\nImage of the Problem:\n",
"Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)",
"Nishita sky node is noisy when using 0° sun size\nOperating system: Win10\nGraphics card: RTX 2080 Super\n\nBroken: 3.0\n\n\nTitle self explanatory\n\n\n I believe this has to do with world sampling settings but there's no way to fix the noise\n\n\nI made a small file where frame 1 is noise and frame 2 is not (due to the sun size changing)\n[Bug report.blend](Bug_report.blend)",
"Broken edge lines with boolean and freestyle\nOperating system: Linux-5.0.7-200.fc29.x86_64-x86_64-with-fedora-29-Twenty_Nine 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 58)\nWorked: (optional)\n\n\nI'm seeing two different issues:\n(1) There is a broken line in the edge (see attached render). Rotating the object for a different angle, changing the boolean by moving one of the cylinders, etc. still causes broken lines, sometimes on multiple edges. Also, using the simple surface (without the toon shading setup of Shader-to-RGB and gradient) still causes the broken line. \n(2) The second possible issue is that while Eeevee renders correctly otherwise, Cycles also has the broken line and in addition seems to be rendering incorrectly for the toon shade effect - i.e., all solid color vs. multiple colors expected, see attached render. \n\nCreate a cube and two cylinders. Add two boolean modifiers to the cube to subtract the two cylinders. Add a toon shading setup (shader to RGB and gradient) and free style to render lines for edges. Render with Eevee and Cycles (see above). File attached. [sekhar-04-20.blend](sekhar-04-20.blend)\n\n",
"Multiresolution - Crash when Linear Subdivision level is above 1\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.91.0\nWorked: Never? (2.90 and 2.92 dailies seem to crash on this one as well)\nWhen using multiresolution modifier on this part of my model and using linear subdivision level above 1, Blender crashes.\nThis does not happen with other subdivision methods, as shown in video.\nI've also tried to make this mesh manifold, but Blender crashed either way.\n\n\n1. Open attached Blend file\n2. Add multiresolution modifier to a mesh\n3. Press on \"linear\" button twice\n\n[Crash_SampleFile.blend](Crash_SampleFile.blend)\n\n[MultiresCrash0001-2375.mp4](MultiresCrash0001-2375.mp4)\n\n"
] | [
"llegal address in CuDA queue copy_from device (integrator_shade_volume integrator queued paths array)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.41\n\nBroken: version: 3.3.1\n\n\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)\n\nWhen I render by blender cycle,always report CUDA error,whatever Viewpolt sharding interface or F12 render.\nThis has been a problem for a long time when I used 2.83,That time wasn't that serious,But now it is unbearable.\n\n[untitled5.blend](untitled5.blend)\n\nThis error occurs randomly during the rendering process and can be repeated by dragging the view\n"
] |
Export UI does not state the selected export preset.
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24
Broken: version: 3.4.1
Export UI not stating which preset is selected.
1. Go to export menu on any file format.
2. Click on 'Operating Presets' and select desired preset from the drop down menu.
3. The export options change to the desired preset but the bar still shows 'Operating Presets'.
The rightmost menu gives a mockup of how I would like the UI to look like.

I know this is technically not a bug, but it feels like one. I am a blender trainer and my colleagues get confused as to if the preset got applied or not.
This bug was previously reported 5 months ago over here. 101391
Thank you for your time.
| [
"Select Interior Faces is not working\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nWorked: \n\nthe operator \"select > select all by trait > interior faces\" is not working at all. Honestly I've never used this operator, so I'm not sure of how it should behave, but it doesn't do anything even with the simplest geometry. I tested it in 3.5 and 4.0 Alpha; I can't test it on other releases at the moment because of company installation restriction\n\nthe file attached is just a cube inside another cube in the same object\n\n",
"Topbar gliches\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.3 Beta\n\nThis only happened on windows.\nWhen Status Bar is hidden and Resolution Scale is greater than 1, the Top Bar sometimes becomes unusable. (look at the end of video)\nMy guess it has something to do with notifications that are now displayed at Top Bar.\n[bug.mp4](bug.mp4)\n\nSame as in the video\n- On the `Windows` tab disable `Show Status Bar`\n- Go to {nav Edit > Preferences... > Interface} and change the `Resolution Scale` to 1.2\n- Save Preferences\n- Close the Temporary Window\n- Reopen the `Blender Preferences` window ({nav Edit > Preferences...})\n- Press `Save Preferences`\n\nInvoking save as temporary window also causes this issue\n\nTrying to resize Top Bar area or maximizing some other area fix the issue.",
"overlays extras option being ignored\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: (unsure, definitely 2.8 possibly 3.0)\n\nbounding box representation of particle instanced geometry (hair) where the object being instanced is set to bounding box is not being hidden from the viewport when the 'extras' option is checked. \n\n\n",
"UV Editor has no 'View Overlay' Theme option\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.0.0\nBroken: 2.90, 2.91, 2.92, 2.93, 3.0 used something else (black in my case)\nWorked: 2.83\n\nThe UV Editor theme does not have a `View Overlay` option. So the color of the scale operation widget, for example, can only be edited in the 3D View.\n\n3D View:\n\n\nUV editor:\n\n\n- Go to `Preferences > Themes > 3D Viewport` and change the color in `View Overlay`\n- In the 3D View press `S` - see the color of the widget\n- In the UV Editor press `S` - compare the color\n\nSee youtube to tell you: A9RUxR1QmYI",
"Inset operator modal handling misses option to toggle \"Offset Even\" via shortcut\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nNoticed problems when using Inset Faces tool in Edit Mode. If I'm using the select tool and I press **I** to activate the tool Inset Faces tool its menu doesn't display anywhere so I can't choose Even for example. If I click on the tool icon then it works, even if I then use **I** to activate the tool. This makes it so I can't use shortcut keys anymore. I suspect this is happening with other tools as well. Another thing worth noting is that the status bar says the Call Menu is triggered by the right mouse button but it actually just closes the tool.\n\n\n\n\n\n\nGo into edit mode with the default cube. Select a face. Hit I to activate the inset faces tool. Notice that the options for the tool aren't available.\n\n",
"Drag-to-toggle visible/selectable/renderable in the Group view.\nWindows 64\n\nBroken: 2.70a\n\nThe drag-to-toggle visible/selectable/renderable in the Outliner does not work in the Groups view.\n",
"Tooltip for the Drag tool setting\n## Issue\nRecently for Blender 3.0 the \"Drag\" option in the header tool settings was included for most active tools. This allows right click select users to make use of this feature by using the option \"Right Mouse Selection Action = Selection Tool\" in the keymap preferences.\nThe issue is that these options still have no tooltip so it can be hard to understand how or why to use this feature.\n\n\n\n### Proposal\nWe need a simple tooltip with the following information:\n\n- General information\n- Sub Tooltip (From what it is currently set to)\n- Shortcut of the Pie Menu for quick access\n- Context sensitive information based on keymap settings (right or left click select)\n\nSo this would be:\n\n> Action when dragging anywhere in the editor with left click: Select Box\n> Select items using box select.\n> *Shortcut: Alt + W*\n\n\nOr when right click is used in the keymap preferences:\n\n> Action when dragging anywhere in the editor with right click: Select Box\n> Select items using box select.\n> *Shortcut: Alt + W*.\n\n\n## Related issues\n\nThe tooltip for the setting \"Active Tool\" needs to be changed. \nIt currently says:\n> Action when dragging in the viewport: Active Tool\n\n\nIdeally this would be changed to something that fits the other options.\n\nAnother thing to keep in mind is that the tooltip Tweak for tweak on right click select is still \"Set the location of the 3D Cursor\".\nThis is since recently wrong and needs to be updated. \n\nAlso there are never shortcuts for pie menus mentioned in tooltips so far, even though they are heavily used.\nPie menu shortcuts that also aren't mentioned are for example: `Tab` for modes, `Z` for shading, `.` for Pivot Point and `,` for Orientation.\nThis can be handled as a separate task: #92478",
"Highlight active item in pop-up menu (eg: Editor Type)\nCurrently the only way for newcomers to learn what is the currently chosen Editor in an Area is to compare the icon in the Editor Type combo-box with the list of icons when the combo box is open (it's not something that long time users think about).",
"Proportional Editing O key shortcuts bug/deceptive?\nOperating system and graphics card\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nI am using Blender GIT Rev b6df448 on a Fedora 20 Linux 64Bit Box with an Intel 3000HD gfx\ndebug build.\n\nI noticed that when in Edit Mode with a Mesh Object selected pressing the [o Key] while over\nthe 3D Viewport only enables or disabled Proportional Editing Mode. It never cycles through\nall the other available options (Connected & Project 2d) in the\n[3D View Editor Header > Mesh > Proportional Editing] sub-menu even though it has the shortcuts\nnext to their names. This is different from the Proportional Editing Falloff entries which use\n[SHIFT Key + o Key] they do have all their entries cycled through when using their shortcut (and\nkeyboard shortcuts next to they names).\n\nShould the short cut names against the entries that are not cycled through be removed?\n\n[3D_View_Editor_Header-Mesh-ProportionalEditing-OkeyBug.blend](3D_View_Editor_Header-Mesh-ProportionalEditing-OkeyBug.blend)\n\n[system-info.txt](system-info.txt)",
"Regression: Texture slots thumbnails in Texture painting mode are missing\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\nCaused by 8b7cd1ed2a\n\nTexture slots thumbnails in Texture painting mode are missing\n\nIn Texture Paint mode, create texture, begin to paint, save texture and blender file. In the active tools panel>Texture Slots, the texture appears as a generic icon and its name, in 2.90 there was a thumbnail of the created texture instead of a generic icon.\n\n\nimages for reference:\n\n\n",
"Knife cursor goes away when dragging status bar to see options\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\nWhile using the Knife tool, and using middle mouse click and drag to see all options within the status bar, the knife cursor changes to the edit cross cursor. This doesn't happen when using the mouse wheel to scroll through the status bar. It also doesn't happen using the Knife Active Tool, only when pressing K to launch the tool.\n\n1. Press K in Edit Mode to launch the knife tool\n2. Move the cursor over to the status bar, where the options for the tool are shown.\n3. Middle Mouse click and drag left and right to scroll through the status bar.\n\n[Knife cursor dissappears.mp4](attachment)\n\n",
"Click selecting a keyframe in the Dope Sheet deselects all channels\nOperating system: Linux Mint\nGraphics card: RTX 3070\n\nBroken: latest master\nWorked: checked until 2.93 and it still was broken\n\nWhen click selecting a keyframe on a summary channel in the Dopesheet (and the Timeline which is basically a Dopesheet),\nit deselects all channels.\nIf you drag select it, all channels of the keys are selected.\n\nClick selecting a keyframe that is not on a summary channel does select the channel as well.\n\nI would expect click and drag select to behave the same on summary channels.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n* open the provided blend file (channels are already selected)\n* click select a keyframe on a summary channel in either the Timeline or the Dope Sheet\n* note the channels are all deselected\n\n",
"Cycles does not respect Object->Holdout option.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: Never (Goes as far back as 3.0 where the object->holdout option is added)\n\n\nCycles does not respect Object->Holdout option.\n\n\n- Open the provided file.\n- Press render.\n- The plane which is set as \"holdout\" doesn't mask the image.\n - Expected: the region of the plane should be zero alpha.\n",
"Add-on preferences panel should open on activation\nBroken: 2.78 testbuild 1\n\n\n**Description of issue**\nAccording to the [new protocols for add-ons](Add-ons#New_Protocols), certain add-ons need more actions from the user than simple activation, before they do anything. This is an excerpt from the pie menu example:\n\n* With Pie menus, First you activate the addon & nothing happens!\n* You need to expand the Addons Preferences.\n* From here you can individually activate the menus you like to use. \n\nThis is bad UI design, as it requires the user to *know* that activating the add-on does nothing. Blender also requires them to click a button that doesn't appear any different than before (and thus doesn't visually indicate there is something else to see there now).\n\n**Possible solution**\nAutomatically opening the add-on's preferences panel when it is activated would help a lot. At least this allows the user to see that there are options to inspect, and possibly activate.\n",
"PyAPI: template_modifiers doesn't work in the viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nThis was working outside the context of the Properties Editor prior to 9b099c8612 -- when it was still template_modifier(md).\n\nDisplaying the dafault modifier layout doesn't work in the viewport (in the sidebar or in a popup). template_modifiers() gives errors:\nPanel type 'MOD_PT_Array' not found.\nPanel type 'MOD_PT_Bevel' not found.\nPanel type 'MOD_PT_SimpleDeform' not found.\n... \n(interface_panel.c, line 292)\n\nBased on the attached file:\n1. Run the script in the text editor to create a panel in the sidebar called \"Modifiers\"\n2. Verify that the modifiers don't show up and there are errors in the console\n3. Click the \"Modifier Popup\" button\n4. Same thing should happen with the popup\n\n[template_modifiers_bug.blend](template_modifiers_bug.blend)\n"
] | [
"Export operator preset doesn't show currently active preset\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0\n\n\nWhat preset is selected here? Which preset am I potentially deleting?\n\nCreate an export preset.\nSelect it.\nObserve how it doesn't appear in the menu.\n\nOther comments:\n\nIt's not good to have to delete a preset in order to update it. Or does typing in the exact same name as an existing preset overwrite it? (Note that you can't even begin to type immediately when you press +... you have to click the textbox first!) Either way, confusing and wasteful Ux.\n"
] |
Load 2.80 Settings
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30
Broken: version: 2.81 (sub 13)
Worked: 2.78
Blender 2.81 can't load all settings from 2.80
Seems it only load interface layout and addons.
All shortcuts lost.
All system prefs lost
etc.
Even the theme lost.
1.Freshly start 2.81
2.Push Load 2.80 Settings on splash screen
| [
"VSE: Transform settings doesn't get copied across scenes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nTransform settings doesn't get copied across scenes\n\nCopy a strip, which doesn't match the render resolution, across scenes:\n{[F10121941](copy_missing_transform.gif),size=full}\n\n",
"Blender loads ALL the textures for UDIMs even if only one is needed/visible\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\nBroken: version: 3.3.0\n\nBlender loads ALL the textures for UDIMs even if only one is needed/visible\n\n\nCreate a plane. Assign a diffuse shader. In the color, assign the attached UDIM images. Preview in texture mode. Blender crashed because it tries to load 500 textures. It should only load the one that is needed.\n\nmichael%202.zip?dl=0\n\n\n",
"Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n",
"After Remove Rigid Body World. The rigidbody setting will be lost.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I don't know.\n\nAfter click the Remove Rigid Body World button. The object's rigidbody setting was lost.\nIts setting should be preserved, just like the rigidbody constraint setting.\n\n\n1. Create a cube.\n2. Enable rigidbody for the cube.\n3. Play 5 frame.\n4. Click the Remove Rigid Body World button.\n5. Recheck the cube's rigidbody setting. It can be found lost the rigidbody setting.\n",
"UI: activate_init doesn't work with Int and Float type properties\nOperating system: Windows & Linux\n\nBroken: 3.2\nWorked: Unknown\n\nUsing activate_init to allow users to directly edit a property doesn't seem to work when the property is of type IntProperty or FloatProperty.\n\n1. Open the attached script in blenders text editor\n2. Run the script\n3. Go to the 3d viewport\n4. Ensure an object is selected/active\n5. Run the simple operator, either through the menu or operator search\n6. Notice that the property in the popup is not directly editable\n\n[test_activate_init.py](test_activate_init.py)",
"Adjusting multiple properties at the same time doesn't work for all property types\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.90.1\n\nMost properties in blender can be changed for all selected objects by holding ALT while changing it. However, this doesn't work for all properties. For instance, the 'Rig Type' property in the Rigify add-on doesn't work. We can make it work by right click and selecting 'Copy to selected' but it should be possible with the ALT shortcut for consistency.\n\n**Steps to reproduce**\nWhile in Pose Mode select multiple bones\ngo into Bone Properties -> Rigify Type -> Rig type\ntry to change the Rig Type for all of them by holding ALT",
"Addons in custom scripts path do not get loaded without restarting blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 31.0.101.2115\n\nBroken: version: 3.6.2\nWorked: none\n\n\nWhen adding a custom script directory the addons can not be enabled unless blender is restarted.\n\n\n1. make a scrips folder\n2. add a subfolder called addons\n3. put a addon in there\n4. open blender\n5. add a new scripts directory to the scripts folder created in #1\n6. go to the addon panel and find the addon.\n7. trz to enable the addon\n8. this throws a python error\n`Traceback (most recent call last):\n File \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\3.6\\scripts\\modules\\addon_utils.py\", line 333, in enable\n mod = __import__(module_name)\nModuleNotFoundError: No module named 'modifier_list'\n`\n\n\n",
"Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)",
"Can't bind shortcut Alt+Numbers 0-9\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\nKeyboard: UK ISO (tenlesskey) w/ UK Layout\n\nBroken: version: 2.93.4\nBroken: version: 3.0.0 Alpha\nWorked: None (tried 1.8, 2.28, 2.34, 2.58, 2.66, 2.79, 2.80, 2.82)\n\nUnable to use Alt modifier with Numbers 0-9\n\nTry to rebind something (e.g Hide Collections to Alt+Number key).\nThe binds will fail to execute.\n\n{[F10604609](210926_blender_10b48.png), size=full}\n\nBroken:\n• Alt+Numbers 0-9\n• Alt+Numpad Numbers 0-9\n• Using 'Left Alt' as a custom modifier key in the keymap plus Numbers 0-9\n\nWorks:\nAlt+F Keys 1-24 work (unfortunately Alt+F4 is hardcoded to exit blender.exe)\nAlt+Qwerty/Punctuation keys work.. just seems like its Alt+Numbers that fail\n\nThank you for your time and consideration :3",
"Open Blender\nHello\n\nI can't open the app, i dowload all versión windows, windows store and portable.\n\nsxstrace.exe\n\nI have windows 10, but i can open the app,\n\nI hope you can help me\nThanks\n\n",
"Native addons lose the \"Report a bug\" button when using a custom Config folder\nOperating system: Windows\n\nBroken: 4.0\nWorked: -\n\nReport by @Todor-CGDive (moved from 104635).\nPre-installed addons have a \"Report a bug\" button. However, if you create a custom Config folder, that button changes to \"Remove\". I am not sure if that's by design but it looks suspicious.\n\n\n- On Windows, go to directory `%USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\` and copy de `config` folder\n- Past it in the your blender installation directory `/4.0` folder\n\n",
"Tooltips doesn't display when play animation\nOperating system: Linux-4.15.0-64-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.8\n\nTooltips doesn't display when play animation, work otherwise\n\nDefault startup:\n \n* Play animation\n* Tooltips doesn't show \n\n",
"Add object redo: exits local view if there are no other objects in local view\nBroken: 2.80 to 2.92 master\nWorked: 2.79b\n\n\nIf you're in local view and there are no objects, add an object and attempt to adjust any property in the redo panel, Blender drops out of local view. However, if you don't touch the redo panel and instead e.g. transform the object, local view is retained.\n\n\nIn the default scene with cube selected:\n\n- enter local view\n- delete the cube\n- add a new object\n- attempt to adjust any property in the redo panel",
"Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n",
"Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n"
] | [
"Blender 2.81 doesn't import 2.80 settings\nOperating system: windows 10 Pro 64bits\n\nBroken: blender 2.81 16-9-2019\n\n\nWhen I install blender2.81 and import 2.80 settings blender doesn't import all settings or import incorrectly. For example\n\n- the keymap import some key, like snap menu, but change it to the snap piemenu\n- The antialiasing options for viewport in preferences are not save\n\nBut other things are correctly imported, like the layout.\n\nIf I want to have the same keymap I need to export the keymap from 2.80 and import to 2.81, I cannot simply copy and paste the keymap in the filebrowser from one presets folder to other, because it have the same problem."
] |
Cloth sim don't work
Operating system and graphics card
Broken: version 2.73 (sub 8), branch b'master', commit date b'2015-02-17' b'01:12', hash b'691cb61', b'Release'
Worked: 2.71
Cloth sim don't work
Cloth sim don't work
[untitled.blend](untitled.blend)
| [
"`user_remap` fails silently when object is in edit mode\nBlender 3.6\n\nWay to reproduce:\n1) Create new empty blender project\n2) Select cube\n3) Enter edit mode\n4) Run the code below\n\nResults - mesh wasn't replaced and no errors occured. Expected - to either mesh to change or get some warning/error.\n\n```python\nimport bmesh\nimport bpy\n\nobj = bpy.context.active_object\n\ndata = bpy.data.meshes.new('test')\nbm = bmesh.new()\nbmesh.ops.create_monkey(bm)\nbm.to_mesh(data)\nbm.free()\n\nobj.data.user_remap(data)\nassert obj.data == data\n```\n\n",
"Particle hair simulation not working\nOperating system: Windows 10\nGraphics card: GTX 1070ti\n\nBroken: 2.93.4\nWorked: unknown\n\nI modeled particle-hair and try to make it dynamic, for whatever reason I cannot make it to work and sometimes Blender crashes.\n\n[Test.blend](Test.blend)\n\n[Test.crash.txt](Test.crash.txt) \n\nIf I try another simple particle-hair system on the-same object it does work. \n\nTry to get the hair in attached file to simulate.",
"Blender 3.5.0 Win11 RTX3090 Fatal Crash on activating Cycles\n@deadpin thanks for replying.\n\nDriver Version: 31.0.15.3161 (NVIDA 528.24) DCH Win1164 installed\n\nCycles now working without issue thank u.\n\n_Originally posted by @Jaymi-McManus in /blender/blender/issues/106953#issuecomment-923094_\n\n>>>>>\n\nUpdate: \n\n1. Closed the ticket too soon, after adding some simple color, specular, metallic, changes in BSDF and then navigating between layout and other tabs, fatal crash occurs again\n\n2. Updated NVIDIA drivers to 31.0.15.3161 (NVIDIA 531.61) DHC / Win11 64 the issue still persists\n\nUpdate logs attached.",
"Render errors [glitchy frames] with baked cloth [from the UI, commandline as well as rendering with 'Lock Interface' is OK]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.91.0 Alpha, branch: master, commit date: 2020-10-07 21:43, hash: d8fcd8a316\n\n\nI have a simple scene I press render animation and some of the frames come out messed up. \nIt looks like some sort of motion blur bug. Looks similar to this bug #74457 (Mantaflow foam particles as objects break motion blur)\nI have rendered this on two different PC's, the problem is the same.\nWith baked cloth physics.\n\n\n\n[Jelly Jery (buggy render) - Cycles 256 samples Intel denoised.mov](Jelly_Jery__buggy_render__-_Cycles_256_samples_Intel_denoised.mov)\n\n\n[Jelly Jery.blend](Jelly_Jery.blend)\n\n\n\n\n | cycles | glitchy |\n | -- | -- |\n | cycles command line render | OK |\n | cycles with Lock Interface | OK |\n | eevee | glitchy |\n | eevee without motion blur | glitchy |",
"Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n",
"Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash",
"Workbench: Shadow Bug\nOperating system: MacOS Catalina\nGraphics card: Intel Iris Pro 1536 MB\n\nBroken: 2.83\n\nWhen trying to add a shadow, all screen \"cracks\" into different-shadow pieces\n\n\n\nViewport Shading> \"checkbox\" Shadow ",
"Regression: mantaflow Domain \"Guides\" (velocity source) not working \nOperating system: Windows 11 Pro\nProcessor 12th Gen Intel(R) Core(TM) i9-12900K \nGraphics card: asus dual geforce rtx 3060 12gb gddr6\nRAM:32.0 GB \n\nnot worked: (3.1.2)\nWorked: (2.82.7)\n\nTo simulate the spraying of water fluid, I use the Guide Domain tool so that the water particles react with the smoke coming out of the flow and the spraying mode was simulated, but this simulation does not work in version 3.1.2, but in version 2. 82.7 works properly\nIs this a bug?\nPlease watch the videos\n[3.1.2 not work.mp4](3.1.2_not_work.mp4)\n[2.82 work.mp4](2.82_work.mp4)\n\nfile:[3.1.blend](3.1.blend)",
"Reload Image (in Image Texture Node) not worked with Cycles selected. bpy.ops.image.reload()\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nAlso not working in 3.6 beta\n\nReload Image (in Image Texture Node) not worked with Cycles. bpy.ops.image.reload()\nIf Cycles selected as active render - it's not working, but if set to Workbench or Eevee - all works fine.\n\n1. Create a plane, assign a texture. Set render to Cycles in settings and in viewport active render.\n2. Change texture, press reload image button - the texture won't change.\n\nSee video in attach for preview.",
"Image sequences used on brushes do not update while texture painting (despite auto refresh option)\nBroken: 2.8x and later\nWorked: 2.79 and probably older\n\n\npainting with image sequencer (sprite) no longer works when holding click, but it updates when clicking again and again while painting\n\n\nSteps to reproduce the error (you must be in 2.8 or later)\n1) go to Texture tab\n2) create a new texture and open\n3) select the images that contain the same name with order numbers\n4) enable Cyclic and Auto Refresh\n5) make sure you set it as Texture Mask and not Texture\n6) set it to View Plane so the texture image follows the brush\n7) play the timeline and begin to draw on the mesh\n\nNotice how the image texture does not change when dragging on the mesh, but if you try to click again and again, it changes.\n\nthis is how it should look when it works:\n\n\nThis must be brought back, it has soo much potential and possibilities!\nif this is something that is already considered and being worked on for the new upcoming blender version, then I'd be very happy\n\n[Desktop.zip](Desktop.zip)",
"2.80 Pose Breakdowner doesn't work in Add NLA Strips\nOperating system: ubuntu 18.04\nGraphics card: gtx1080ti\n\nBroken: (2.80)\n\nPose Breakdowner doesnt work when editing NLA Tracks \n\n\nOpen attached file and use Pose Breakdowner\n[broken .blend](broken_.blend)",
"Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"Dicrepency between requested mesh data layer and eval mesh data layer\nWhile fixing #91838 it became apparent that the data layers requested by `mesh_cd_calc_used_gpu_layers` differs from the ones when creating the batches. Which lead in this case to a crash.\n\nThe fix was just a workaround and fixing this would mean to have the same layers at request time. Or maybe, not assuming they will be available during batch creation.",
"Connect failed in certain case\nWin8 64bit | GTX680 \n\nBroken: 2.71.6 a0b3604\n\nWhen select two vertices and press J to connect, it fails to add vertices to edges in between.\n\nPlease see the attached case for example. Thanks for checking.\n\n\n\n[vertex_connect.blend](vertex_connect.blend)"
] | [
"Cloth collision does not work in current dev version\nwin 7 (64) + Geforce GTX 760\n\nBroken: current development version (trunk)\nWorked: 2.73a\n\nBlender cloth simulation collision does not work.\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nSee attached file OR\n\n1 Add a Cube\n2 Add a Collision to it\n3 Add a Plane, subdivide it a few times, Add a cloth simulation to it, move it above the cube\n4 Activate the collsion settings (collsion and self collision)\n5 hit play in the timeline\n- > Cube is ignored by the cloth sim.\n\n\n",
"Cloth doesn't collide with objects, and itself. \nOperating system and graphics card\nWindows 7 Ultimate, GTX 970.\n\nBroken: All new from Buildbot including Gooseberry branch. \nWorked: Official from Blender.org\n\n\nLike in topic. Cloth object don't collide with collision object, and don't collide with itself. \n\nAdd plane, subdivide, add to it cloth simulation. Add sphere, add collision and watch. \n"
] |
Crash on frame move in timeline
Operating system: Windows-10-10.0.16299 64 Bits
Graphics card: TITAN Xp COLLECTORS EDITION/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35
Broken: version: 2.80 (sub 60)
Worked: (optional)
Changing frame number or clicking the arrow in timeline even in the default cube blend crashes immediately, does the same on Linux and Mac
open default blend and try to advance the frame in timeline
| [
"Crash when selecting object on Mac\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0\n\nSystem crash trying to open einar_hair.blend file\n\nDownload einar_hair.blend fle from ?asset=6072\nSelect any object.\n\nBlender will crash. Also hair is not visible. It's possible, that OS will crash as well. ",
"opening an movie file in an image texture node auto populates with the incorrect number of frames\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: 2.79\nWorked: 2.73\n\nImage Texture loading does not calculate number of frames when loading and sets a strange offset number:\n\n\n- Open a new blend file,\n- select the cube,\n- give it a material,\n- go to the shader editor\n- add an image texture node.\n- Load in any mp4 file either by using the file icon, or by dragging directly from windows explorer.\nBoth give different results for the frames property, and both are wrong:\n\n\n",
"Extremely frequent crashing when using the compositor. Especially when using the glare node.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I believe it was far more stable before the realtime compositor implementation. (Blender 3.3-ish)\n\nBlender crashes extremely frequently when using the compositor on my system, especially when the glare node is being used at all. Does not seem related to vram or system specs, and looking through logs has not come up with any errors - it just closes.\n\nAdjust compositor glare node values with the viewer enabled. It seems to crash within a minute of doing so, usually sooner.\n\n",
"Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n",
"Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n\n\n\n\nThank you for your time and hard work.\n\n\n\n\n",
"Timeline/Frame ranges inconsistencies in UI\n#39484 raised that timeline frame range representation actually show (real_length - 1) interval… So e.g. a scene having same start and end frame is shown as zero length. This is also inconsistent with how caches are drawn in same window (they start at -0.5 frame and end at +0.5 frame), which allows to represent the real length, assuming 'frame' itself as a sort of “center” value.\n\nTo fix #39484 I simply made same thing for frame range, but this was to quick in fact, we need a design decision here and make it consistent in all time-related windows (timeline, VSE, MCE, animations, etc.).\n\n@sebastian_k proposed to rather draw a [start, end+1] interval, adding a small green square of one frame width to the cursor:\n\n",
"Crash when updating image pixel data through python API\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.0, 2.90\nWorked: N/A\n\nBlender crashes with apparent memory corruption, when image pixel data and previous are updated frequently with python script.\nStack traces give no obvious answer, i have seen it happen in depsgraph eval, node graph code, imbuf, etc.\n\n*Note: i could not reproduce this issue in debug mode so far, only release or RelWithDebInfo seems to work.*\n\n 1. Open attacehd file\n - Run the script\n - Make sure the scene properties are visible (it seems to only crash when displaying image previews).\n - Grab the default cube and wiggle it around to force depsgraph updates.\n - If it doesn't want to crash, re-open Blender, it seems to be quite random.\n\nI'm using a node group to access image data blocks, so they can be displayed in a panel as pointers. The code generates data to replace the image pixels as well as the preview.\nI have also tried running a timer and deferring pixel updates using a queue as suggested [here ](bpy.app.timers.html#use-a-timer-to-react-to-events-in-another-thread), just in case the depsgraph post update is somehow not safe, but this doesn't change anything substantially. The bug happens in both cases.\n\n[crashtest.blend](crashtest.blend)",
"Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n",
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"Blender 3.2 crashes on opening a specific file\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: 3.2.0\nWorked: unknown\n\n**problem**\nBlender immediately crashes when opening the file steam_engine.blend\n\nThe latest object I was working on, was UV-unwrapping a mesh which I think I called 'greenthingy' or something like that. There was no crash prior to re-opening the file. I attach the file (hope it's not too big and apologies for the mess...). crash report and system_info.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[steam_engine.crash.txt](steam_engine.crash.txt)\n\n**Steps for others to reproduce the error**\n[steam_engine.blend](steam_engine.blend)\n[#99105.blend](T99105.blend)\n\nAfter opening `steam_engine.blend` file Blender crashes. \n`#99105.blend` is same file as `steam_engine.blend`, but material preview panel has beeen collapsed. This file does not crash. Interestingly it does not crash even when panel is re-opened. Tested with GPU and CPU\n",
"Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)",
"Blender 2.91 crashes when enabling Archipack addon\nOperating system: Linux-5.8.0-23-generic-x86_64-with-debian-bullseye-sid 64 Bits\nUbuntu 20.10 Groovy Gorilla (development branch)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.0\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes after enabling Archipack addon. Terminal says 'Aborted (core dumped).' Also, Blender doesn't record a crash.txt (that I can find). \n\nStart Blender>Edit>Preferences>Addons>Enable Archipack addon.\n\n[CoreDump.mp4](CoreDump.mp4)\n",
"Crash/Bugs with material's Surface dropdown + undo\nOperating system: Linux-4.15.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4)\nAlso confirmed to crash in 2.80.\nWorked: 2.79b does not crash (works as expected)\n\nWhen changing the surface/volume in material properties (the list view of the shader nodetree) and undo, opening the dropdown directly afterwards again can crash Blender.\n\n- Download repro blend file (it's just a Cube with a Principled BSDF) [shaderlistRepro.blend](shaderlistRepro.blend)\n- In Properties Editor, click on Surface (Principled BSDF) and select any option in the dropdown\n- Move your mouse over the Surface dropdown and keep it there!\n- Press CTRL+Z to undo\n- Click on the Surface (Principled BSDF) dropdown again (your mouse may not leave the dropdown box)\n- Blender crashes\n\nThe same happens when done with the Volume dropdown instead.\n\n[2020-02-24 15-09-16.mp4](2020-02-24_15-09-16.mp4)\n\n**Possibly related issue**\nIn another file, doing the exact same steps as above has some other effects:\n- Either it spawns this popup (clicking any of these options crashes Blender) \n- Or it spawns a blank popup \nThis is the reproduction file which caused this: [shaderlistRepro2.blend](shaderlistRepro2.blend)\n\nWhich effect happens is really inconsistent and I am not sure how to reproduce one or the other.",
"Crash (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\n\n",
"Blender 2.92.0 crashes when baking steam simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nCPU: Intel Core i7-8700K\nMemory: 32 GB\n\nBroken: version: 2.92.0\nWorked: I have not tried any other version than 2.92.0 (sorry)\n\nI tried to make a simple steam simulation following the steps described here: watch?v=_K0XsHht6pg. It crashed while baking, and tried to simplify the setup with a minimal set of objects, and it still crashes after baking about 30-50% of the 300 frames.\n\nFollow the steps as described in the video watch?v=_K0XsHht6pg\n\nAttached is .blend file that I tried to make as simple as possible: [steam.blend](steam.blend)\n\n - Open the attached file\n - Press \"Bake Data\" for Physics Properties for the cube\n - Blender crashes after 30%-50% of baking\n\nI have not tried a newer experimental release or an older release.\n\nI was able to reproduce the issue with the default 32 Resolution Divisions (which is way faster to reproduce than the 160 in the included file). I then tried experimenting which exact setting caused the crash. I got it to crash with Adaptive Domain disabled, and Gas Heat 1.5 and Dissolve Time 30, but now I'm not able to reproduce anymore with any setting (at least with 32 Resolution Divisions).\n\nAfter some more experimenting, it seems it randomly crashes and sometimes works. It is definitely reproducible with 32 Resolution Divisions. I kept all settings as I had before, which had worked successfully, but then changed the Time Scale to 0.8, and then it crashed again when baking. However, it had previously crashed at least once with the exact same settings with which I had also successfully baked (and the Time Scale at the default 1.0), so it is not the Time Scale that is causing the issue."
] | [
"Clicking 'Current Frame' every time crashes blender\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: version: 2.80 (sub 60), branch: blender2.7, commit date: 2019-05-03 21:09, hash: ee0d8426ab6d, type: Release\nbuild date: 03/05/2019, 18:12\nWorked: (optional)\n\nWhen trying to go through animation or trying to put a current frame to go to, blender crashes.\n1) Created a cube with subdivision 3 + collision with default settings and friction 10\n2) Created a plane with cloth physics default settings + self collision \n3) Simulated animation with 200 frames\n4) Tried to go to frame 100 by clicking the current frame box to type #100 frame \n5) Blender crashed\n6) Tried to use the drag option to change current frame number\n7) Blender crashed\n8) Tried again x 3 blender crashed\n9) Restarted OS\n10) Repeated the same step in new blender file\n11) Blender crashed\n12) Reopened initial file from autosave and attempted again\n13) Blender crashed\n\n{{ I am confused how to attach the blend file }}\n",
"Current Frame Input Crashes Blender\nAny input made to change the Current Frame in the Timeline crashes blender.\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro [P2000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\n\n\n"
] |
Saving while shaders are compiling in Eevee causes Blender's window to disappear (but not crash) on Wayland
Operating system: Linux-5.19.1-zen1-1-zen-x86_64-with-glibc2.36 64 Bits
Graphics card: Mesa Intel(R) Iris(R) Plus Graphics (ICL GT2) Intel 4.6 (Core Profile) Mesa 22.1.6
Wayland compositor: Sway 1.7
Broken: version: 3.4.0 Alpha
Worked: I don't think this problem has been introduced recently
Build command: `make CMAKE_CONFIG_ARGS='-DWITH_GHOST_WAYLAND=ON -DOPENGLES_EGL_LIBRARY=/usr/lib/libwayland-egl.so' release`
When working on a larger material on a not very powerful machine, compiling shaders can take several seconds. Saving the current file while those shaders compile first causes Blender to not respond to any UI input for several seconds and then disappear, while the process itself seems to be still running (determined through `pgrep blender`), at least for a few seconds.
Through a bit of timing play, I was able to extract a backtrace through running `sleep 4 && kill -SEGV $(pgrep blender)` a few times to let Blender segfault right in the moment after saving. This way the coredump ended being catched by systemd and available in `coredumpctl`, I attached the backtrace and would be happy to provide the coredump to anyone who needs it. I'm not sure how valid it is though, I could have easily mistimed (all other attempts only involved the first few calls until the `usleep`, this was the only one yielding more).
I believe this is a Wayland-only issue. Not quite sure though, I haven't been able to try on X11.
- Open the attached .blend
- Add one extra noise texture node to the chain (don't connect it to the shader yet!)
- Connect it to the shader and hit Ctrl + S as fast as possible (while the viewport still lists `Compiling shaders`)
- Observe Blender to first hang and then crash
(the example .blend contains a lot of noise textures to simulate a large material)
[crash-on-save.blend](crash-on-save.blend)
[backtrace.txt](backtrace.txt)
| [
"Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)",
"Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: \n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```",
"GPU subdivision option with subdivision surface modifier collapses geometry (AMD GPU)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\n\nSubdivision surface modifier with GPU Subdivision enabled produce geometry that appear to be lost\n\n1. Open default scene.\n2. Add subdivision surface modifier to an object.\n3. Make sure GPU Subdivision option is enabled.\n4. ~~Uncheck Use Limit Surface~~\n5. ~~Disable GPU Subdivision to see correct result.~~\nLast two steps are not necessary for recreation of the bug since this change- 118a219e9d\n[Subdiv GPU Use Limit Surface 2022-01-15 22-13-33.mp4](Subdiv_GPU_Use_Limit_Surface_2022-01-15_22-13-33.mp4)\n\n------\n\nNOTE: This bug seems to only occur on AMD cards on Windows.\n\n**Reproducible on:**\n\n| Operating System | GPU | Driver |\n| ----------------|-------------|---------|\n| Windows 10 | AMD Radeon HD 7800 Series | 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001 |\n| Windows 10 | AMD Radeon (TM) RX 480 | 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001 |\n| Windows 10 | AMD Radeon(TM) 535 | 4.5.14831 Core Profile Context 21.5.2 27.20.21003.8013 |\n\n**Not reproducible on:**\n\n| Operating System | GPU | Driver Version |\n| -----------------|-------------|---------|\n| Linux Mint 20 | AMD Radeon RX550 | 4.5.14800 Core Profile Context 21.40 |\n| Linux Mint 20 | AMD Radeon RX550 | 4.6 (Core Profile) Mesa 21.3.0-devel |\n| Windows 10 | Intel(R) UHD Graphics 620 | |\n| Windows 10 | NVIDIA GeForce GTX 1050 | 472.39 |\n| Linux Mint 20 | NVIDIA RTX 2070 | 510.47.03 |\n| Linux | NVIDIA GeForce GTX 970M | 495.44\n|Windows-10-10.0.19043-SP0 64 Bits|Radeon (TM) RX 480 Graphics| 21.30.23.01, 22.2.3, 21.10.2 |\n",
"GeometryNodes: Attributes in shader not visible in Eevee \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\nWhen an attribute is used in the shader editor, it will render in Cycles but not Eevee. \n\nHave an attribute in a shader as a render output with the Eevee render engine enabled. \n\n[Possible Attribute Bug.blend](Possible_Attribute_Bug.blend)\n\n",
"Intel GPU: switching between applications when in full screen mode causes glitches or screen flickering\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.5.0 - Build 30.0.101.1340\n\nBroken: version: 3.1.2\n\nWhen in Fullscreen, switching to other program and then returning to blender, glitch(black screen or something else) occurs suddenly and disappears.\nThis is not critical bug, but it would be good if it is fixed.\n\n\n- Open default blender file\n- {nav Window > Toggle Window full screen}\n- Switch to another application and again back to Blender",
"Rendering large scene causes viewport shading rendered to go out of memory\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\n\nwhen dealing with large files and scenes in Cuda or optix, rendering the scene then stopping and closing the render, causes the viewport shading rendered view to give out of memory when switch back to it, it renders normally before hitting F12, after hitting render and everything compile and render, when closing the rendered and switching back to viewport rendered view it gives out of memory and its stuck with it and I need to restart blender to make the viewport render work again.\n\nseems it keeps the memory full even after I close the render so there is no memory for viewport I have no idea (I'm not a programmer :D) \n\nWorks normally in 3.4.1\n\nThank you\n\n- Open large files (like view?usp=sharing)\n- set Cycles Render to Cuda or Optix\n- Press F12 to Render and ESC to cancel\n- Close render window\n- Set viewport shading to rendered\n\nSee \"out of memory\" issue\n\n",
"Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash",
"Script node with shader output crashes Eevee\nOperating system: OSX Monterey (12.6)\nGraphics card: Radeon Pro Vega 20\n\nBroken: git versions: blender-v3.2-release, blender-v3.3-release, master\nWorked: 3.2 release\n\nI'm testing the MaterialX standard surface shader. It seems to work when in Release versions, but in a debug build, it crashes when you connect the output of the shader to 'surface' in the terminal node.\n\nUsing the default scene, switch from Eevee to Cycles + Open Shading Language. Select the Cube, switch to Shading tab. Create a new material, and add a new Script node. Load the attached .oso file (to compile the attached .osl, you need to have MaterialX installed. I'm using 1.38.5). Attach the output of the script node to the 'Surface' input of the terminal. Boom! Where the crash occurs depends on whether your in Eevee preview, or Cycles preview.\n\n[out.osl](out.osl)\n\n[out1.oso](out1.oso)",
"Blander crash without ray shadows Nvidia GTX 950M CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen turn off ray shadow visiblity render becomes slow and the blender crashes.\n[2019-10-28_03-53-23.mp4](2019-10-28_03-53-23.mp4)\n\n------------\nI tested again on GTX 750 Ti and 2.92.0 Alpha. If I turn shadows off first, then switch to rendered view, it gives bad render:\n\nIt disappears when you do something. Typical when there's something wrong in Cycles. I need to restart Blender to be able to render again.\nWhen I turn rendered view first, then turn shadows off, it sometimes crashes.\nThis is all Cuda. Optix renders nothing at all. I presume Optix doesn't do volumes yet.\nAlso noticed that deleting sun lamp and leaving only area lamps fixed the issue.\n\n**Steps to reproduce**\n[облака в стекле.blend](облака_в_стекле.blend)\n- Open file\n- Disable shadow ray invisibility on object\n- Switch to rendered shading\n",
"EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n",
"Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n",
"Freeze when using Object.ray_cast in a driver script\nOperating system: Linux-5.10.15-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.40.0, 5.10.15-1-MANJARO, LLVM 11.0.1) AMD 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.91.2, 8dc95f61f3\nWorked: Unknown, fails on at least as old as 2.83.10.\n\nRunning a driver that includes a call to Object.ray_cast will freeze the interface entirely. Still exits normally when sent a SIGTERM. It does not create a crash.txt. Blender crashes with a segmentation fault in version 2.83.10 (hash: `b439a155442b`), and does create a crash.txt (see attached). Blender version 2.93.0 Alpha (hash: `7a608f88a713`) also freezes in the same way as 2.91.2. Using the ray_cast function in a non-driver script appears to function as expected.\n\nIn the attached blend file, run the text block `TurretRayCasting.py`, to put the script into the driver namespace. Next, click \"update dependencies\" in the driver panel. The application should freeze entirely. If `return target.ray_cast(turretTargetSpace, direction)- [x]` is commented out and replaced with `return True`, the application does not freeze.\n\n[driver_freeze2.blend](driver_freeze2.blend)\n\n[driver_freeze2.crash.txt](driver_freeze2.crash.txt)\n\n[system-info-2.91.2.txt](system-info-2.91.2.txt)",
"Cycles/Eevee texture nodes for modifiers, painting and more\nWith Blender Internal being removed, we have an opportunity to support the same set of textures for Cycles, Eevee, modifiers, particles, painting, compositing, etc. So we plan to port the relevant Cycles / Eevee shader nodes to Blender C code, and make those the new texture nodes that can be used throughout Blender. Blender Internal textures can be removed then, and we can extend the Cycles / Eevee shader nodes to add any important missing features from them.\n\n* Some nodes like color ramps, RGB curves, and similar utilities are already there.\n* Texture nodes like image, noise, voronoi need to be ported.\n* Geometry, attribute and similar nodes as well. These are the most complicated since they access the mesh geometry.\n* Some nodes like BSDF, Mix Shader, Bevel, .. would not be supported.\n\nFurther we need a good UI for this in the texture properties.",
"EEVEE-Next Irradiance Baking\nDue to time constraints it isn't possible to start implementing a solution that leverage raytracing. So the implementation will try to minimize the amount of changes to the current system while cleaning up the implementation and changing the baking algorithm.\n\nHere are the reference papers the new solution will be based on:\nSIGGRAPH2022-Advances-Enemies-Ciardi%20et%20al.pdf (Probe-based lighting section)\nHobson_Josh_The_Indirect_Lighting.pdf\n\nOne remaining unknown is whether or not we keep the light-grids behavior as it was in the original EEVEE or if we go for a single large light-grid structure.\n\nHere is a breakdown of the tasks:\n- [x] #105802 Add debug visuals for surfels.\n- [x] Port Irradiance Cache display.\n- [x] Port Spherical Harmonics lib & BSDF lib and add unit tests.\n\n#### Milestone: Dummy irradiance grid displaying.\n- [x] Rewrite cache structure load / store.\n- [x] Rewrite light-cache baking in C++ with new draw-manager and unit-tests.\n\n#### Milestone: Baking, Saving to and Loading from disk should work.\n- [x] Make shader variation to output surfel.\n- [x] Bin surfels to ray tiles.\n- [x] Sort surfels in ray tiles, dead simple sorting for now.\n- [x] Traverse the rays and add contribution to nearest surfels.\n- [x] Insert irradiance samples to ray list.\n- [x] Project result to irradiance grid.\n\n#### Milestone: Irradiance baking fully works.\n- [x] Add indirect diffuse contribution to BSDFs\n- [x] #110386 Add dilation for invalid lightprobes\n- [x] #110312 Add sampling biases\n- [x] #110851 Add leak prevention\n- [ ] #106449 Finalize the design and implement the behavior of multiple irradiance grid.\n\n#### Bugs / Cleanups\n- [x] Add memory budget option\n- [ ] Add safety check for out of memory cases\n- [x] #110858 Add back intensity option\n- [x] #110858 Add back clamp option to avoid fireflies\n- [ ] Add smooth transition between irradiance volumes\n- [ ] Fix append / link of baked data\n- [ ] Add back capture bounds parameters\n- [ ] Add option on light and object to exclude from irradiance cache\n- [ ] Add option on material to be considered double sided by irradiance bake\n\n#### Milestone: Irradiance bake minimum-viable-product for 4.0 release.\n\n#### Extended targets\n- [ ] Support transparency\n- [ ] Support translucency\n- [ ] Support volumes during baking\n- [ ] Sky visibility baking\n- [ ] Auto Sample Resolution based on density\n- [ ] Sparse grid\n- [ ] Light injection\n- [ ] Multi-LOD grid\n\n#### Dropped features (not considered regressions)\n- Capture Clip Near / Far distances: Capture is done for the whole scene.\n- Bounce Count: Light transport is done using an infinite number of bounce and converge to the correct solution with more added samples.\n",
"Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n"
] | [
"GHOST/Wayland: Terminal Ctrl-C closes the window while Python is running\nNOTE: It turns out this issue is not limited to Python and can close windows when Blender is unresponsive for any reason (including saving a file). This is caused by a known bug in Wayland: 159#note_694115\n\n----\n\nWith blender built with `WITH_GHOST_WAYLAND`: (07bfeb2abcb46b5f1472d53963478fa0714fb5b1)\nThe following steps close Blender in Wayland, tested with sway/river/gnome-shell.\n\n- Load blender with a factory startup from a terminal.\n- Shift-F4 (Python console).\n- Paste in this text: `for _ in range(2 ** 1000): pass`.\n- Press enter twice.\n- Generate events (move the cursor or mouse wheel) for 5 seconds or so.\n- Press `Ctrl-C` in the terminal.\n- Instead of cancelling the action with a `KeyboardError`, the window vanishes but the process remains running.\n\nNote:\n\n- `import time; time.sleep(20)` can be used instead of looping over a large value.\n- Setting the environment variable `WAYLAND_DEBUG=1` doesn't print anything when the window closes.\n- gnome-shell also has this issue although it sometimes works.\n\n"
] |
Defocus node not updating per frame in 2.8 beta
Operating system: Windows 10
Graphics card: GeForce GTX 1080 Ti
Broken:
2.80, 8ba86020cc50, blender2.8, 2019-01-16
)
When using the Defocus node in the compositor, the z-depth does not adjust when rendering animation.
Focus on a cube (in camera settings), then set very low f-stop (so only a sliver of the cube is in focus) in the defocus node. Animate the cube's position. Render a few frames as stills to confirm that node is functioning properly. When I Render Animation, the focus does not move to follow cube; it focuses on the first frame, then loses focus afterwards. | [
"Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n\n\n\n\n\n\n\n",
"compositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: (4.0 alpha from a few weeks ago not sure of version as deleted now)\n\nCompositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\n\n1. Open a new blend file.\n2. Go to the compositor.\n3. Drag in the image file attached below.\n4. Connect the resulting image node's 0_Image output to a viewer node and turn on the backdrop.\n5. Image will be shown.\n6. Now place a blur node between the image node and the viewer node.\n7. Set the x and y values of the blur node to 1 and the size to 1.\n8. Image will blur.\n9. Now change the blur mode to fast gaussian.\n10. Image will go completely black.\n\n[test-image](https://projects.blender.orgattachment)",
"Add cube\" wrong representation of Z-extrusion (Not a bug Just little correction)\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.93.0\n\n\"Add cube\" wrong representation of Z-axis direction\n\nNot an error but an incorrect representation of object depth creation while using \"Add cube\" function.\n\n\n\n",
"Geometry Nodes Mesh Boolean unexpected difference result\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nGeometry Nodes Mesh Boolean Difference does not work as expected.\nNode setup:\n\n\nUnexpected boolean difference:\n\n\n- Open the attached .blend file\n- Press G to move the selected Cube.001 and the small cubes will flicker.\n# At certain positions of Cube.001 some of the small cubes will disappear when they should not.\nThanks!\n[test06.blend](test06.blend)\n",
"Cycles: Keyframing motion blur shutter value fails to apply it properly when generating animation\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\n\nBroken: 3.6, 4.0\n\n\nIf we keyframe shutter property of motion blur, the updated shutter value is not considered during the final render.\nSuppose shutter value is 0 at the start of render, it will remain 0 thorught the animation even if we've keyframed the value.\n\n- Open attached file\n- select cycles render Engine\n- Start animation render (Ctrl-F12)\n",
"'Reset to Default Value' sets any property on a node to 0\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn shader editor gamma default is 1 when I do the hover over setting and press backspace to reset the default it goes to 0.0\nSame with hue/saturation/value.. and probably more.\nThe one with hue is pretty annoying as it has specific default settings .\nSame deal with groups - I set the defaults, it doesn't default .. goes to 0\n\n- in any node editor hover over any setting and press backspace to reset to default value.\nIt defaults to 0 instead of 1 or whatever it's default was in shader editor..\n\n",
"Extremely frequent crashing when using the compositor. Especially when using the glare node.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I believe it was far more stable before the realtime compositor implementation. (Blender 3.3-ish)\n\nBlender crashes extremely frequently when using the compositor on my system, especially when the glare node is being used at all. Does not seem related to vram or system specs, and looking through logs has not come up with any errors - it just closes.\n\nAdjust compositor glare node values with the viewer enabled. It seems to crash within a minute of doing so, usually sooner.\n\n",
"Render automatically sets scene camera when there is none\nOperating system: Arch Linux\nGraphics card: GTX TITAN\n\nBroken: blender 2.80.68 (dfbbc5067e40)\n\n\nThe different ways in the active camera is shown isn't updating consistently, nor always correct\n\n\n- start with default scene (cube, light, cam)\n- add a 2nd camera, make it active and switch to cam view with Ctrl+Numpad0\n- use something like fly mode to get a good view of the cube\n- switch to Scene properties, note Camera is set correctly\n- delete the active camera with X\n- there's no active camera anymore, shown consistently:\n - Camera is empty in Scene properties\n - direction triangle of remaining cam is not filled\n - outliner doesn't show outline rectangle on camera objectdata\n- however, press F12, render works using the remaining camera\n- escape image view\n- select the remaining camera\n- move it a bit in 3D view\n- press F12, note that render is using new view\n- in Scene properties the Camera selection is now sometimes correct, sometimes still empty. Similar for camera objectdata icon in the outlienr. However, the direction triangle on the camera stays empty\n",
"Blender 2.8 Defaults\nThis is a list of things we should change about Blender's default settings and behaviour.\n\nThe list will grow and change over time.\n\n\nCommits:\n\n- 4d5b7696cb - prefs\n- bcf6cc1f6b - startup\n- Update: default preferences are now maintained in: `./release/datafiles/userdef/userdef_default.c`\n\n## Preferences\n\n- - [x] Python tooltips OFF\n- - [x] Auto Perspective ON ***\n- - [x] Navigation Manipulator ON ***\n- - [x] Region Overlap ON (Could be removed completely, now that it's optimized) ***\n - To make transparent toolbars work better, we would like to:\n - Make the toolbar region height be limited to the contents.\n - Make the toolbar region a separate theme\n\n## Default Settings\n\n- - [x] Default Shader should be set to Principled BSDF\n- - [x] Default Lamp increased strength (10x stronger)\n- - [ ] Playback set to AV Sync (reverted, breaks physics caching)\n- - [x] 3D View Lens = 50mm\n- - [x] Camera film size = 36x24mm Full Frame\n- - [x] Camera Focal Length = 50mm\n- - [x] Render Size Percentage = 100%\n- - [x] Render Display = New Window\n- - [x] Scene Units = Metric\n- - [x] Color Management View = Filmic\n- - [x] Workbench Object Overlap = ON\n- - [x] Absolute Shape Keys Interpolation = Linear\n- - [x] Curve Fill Mode = Full\n\n## Default Renderer\n\n- - [x] Viewport = Workbench + Studio Lighting\n\n\n## Layout\n- - [x] Headers on top for all editors, except the Timeline at the bottom\n- - [x] Default Properties tab = Object Properties\n\n## New Objects\n- - [x] Generate UV's = ON\n\n## Default Theme\n\n- - [x] Flat\n- - [x] Dark UI Chrome\n- - [ ] Universal widget radius\n- - [x] Transparent header in 3D View\n- - [x] Transparent toolbar area in 3D View\n\n## Tools\nVertex Slide:\n- - [x] Correct UV's = ON\n\nExtrude Along Normals:\n- - [x] Even Thickness = ON\n\nLaplacian Smooth:\n- - [x] Lambda Factor = 1.000\n\n## UV/Image Editor\n- - [x] Normalized Coordinates\n\n## Weight Painting\n- - [ ] Auto-Normalize = ON\n\n\n## Cycles\n- - [x] Dithering = 1\n- - [x] Image Sequence Auto Refresh = ON\n\n\n## New Objects\n- - [ ] SubdivisionSurfaces = ON (via OpenSubdiv)\n- - [ ] Shade Smooth = ON (Wait till we have OpenSubdiv)\n\n## Preferences\n - - [ ] Compute Devices ON (Postpone until we can detect crappy GPU's)\n - - [x] Release Confirms Transform\n\n## Text Editor\n - - [x] Line Numbers ON\n\n## Addons\n - - [ ] All exporters should be set to Only Selected by default",
"Rigid body simulation malfunctioning\nOperating system: Win 11 64 bit Home\nGraphics card: NVidia GeForce RTX 2060 SUPER\n\nBroken: 3.0.1\n\nI have a scene involving armature deformed meshes that enable as rigid bodies later on in the animation. Basically, nothing has worked right IMO:\n\n\n - Convex Hull is created at the start of the rigid body world and does not update, even if the source thing is set to \"Final.\"\n - The characters have been randomly exploding away from the floor or deciding to clip through it as soon as the \"animated\" toggle checks off, *even if I changed no settings, and it was working fine before.* The first time they started doing that, I realized it was the afore mentioned bug causing the issue, and moved the cache start point forward. Now, they are doing it again, and I haven't done anything to provoke it AFAIK, so I don't know if it's the same problem or not.\n # I am now getting this error in the console, although none of my rigid bodies are zero-vertex:\n\n```\nERROR (bke.rigidbody): C:\\Users\\blender\\git\\blender-v300\\blender.git\\source\\blender\\blenkernel\\intern\\rigidbody.c:397 rigidbody_get_shape_convexhull_from_mesh: no vertices to define Convex Hull collision shape with\n```\n\nI was unable to reproduce the error(s) with consistency, although I did get situations where an icosphere would inexplicably clip through the corner of a scaled cube just as it was rolling off of it. Here is the file where I'm experiencing the issue. I'm sorry if this is actually three or four issues, but I figured someone who knows the code might be able to either pin it down or tell me I need to dig farther.[super_attack_robots.blend](super_attack_robots.blend) If you move the rigid body cache start back to 1, you are guaranteed to encounter the first problem I mentioned.",
"Particles disappear, motion blur not showing properly\nOperating system: Windows 10 Pro, version 21H2, OS version 19044.2486, 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB, version 31.0.15.1694\n\nBroken: version: 3.2.1\n\nParticles disappear in animation, most notable at the beginning.\n\nDuring the dissolve effect, motion blur isn't showing. At the moment the effect ends, motion blur shows up.\n\n1. Render e.g. frame 16; particles are not showing, no motion blur.\n2. Render e.g. frame 31; all particles seem to be showing, motion blur.\n\n",
"Properties don't update focus when copy/paste an object\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1, 3.1.2\nWorked: I don't know\n\nIf you **Copy/Paste** object with **Ctrl+C**, **Ctrl+V** the Property window will still have focus on the old object (although a new one is selected).\nIn this case, the **Duplicate** operation works correctly, the focus is on the new object (the one that is selected).\nReproduce on **Scene objects** and on **Nodes** in node editor. I think there are many more places.\n\n[filename700.mp4](filename700.mp4)\n[filename704.mp4](filename704.mp4)\n\nIn node editor\n1) Select any node.\n2) Copy and paste node with Ctrl+C/Ctrl+V.\n3) Change any properties, you can see that you are changing the previous object, although a new one is selected.\n\n",
"Eevee \"Shutter\" setting in motion blur render settings not animatable\nOperating system: Win 10\nGraphics card: RTX 3090\n\nBroken: 2.91.0\nWorked: never worked (as far as i know)\n\n\nEevee \"Shutter\" in motion blur render settings not animatable\nIn Cycles it ***is***animatable.N/A",
"pressing z key to switch between extrusion \n intel i5 ,win ,amd radeon \nblender 2.8 \n490a385c8124\n\n\n\n\nThis happens when transform orientation set to Global \nCreate a sphere , select a face and extrude \nBy default it will extrude along the normal , when pressing z it will now extrude along the global but it won't go back to normal when pressing the 'z'key again \n \n\n\n ",
"Cycles adaptive subdivision tasks\nAdaptive subdivision and displacement needs some work still to be considered stable and fully supported. This task is to keep track of what needs to be done.\n\nSubdivision:\n* #49159: Normal maps do not work, no tangents are computed.\n* #49585, also #86684: Adaptive subdivision setting linking issue (Make adaptive subdivision a proper modifier setting so it is copied correctly)\n* #49431: Missing smooth (face-varying) UV subdivision.\n* #73395: Pointiness not working with subdivision\n* #73403: Missing vertex colors\n* Motion blur not working ([test file ](open?id=12qOQg-5YSj4rTwwwFU3VFQJBE7-pPRNp), report #83639)\n* Support for instances, two strategies both worth trying:\n**Object space dicing option so users can manually set it for all instances** Bin instances according to distance from camera, so we have about log(N)\n* Grid primitive to reduce memory usage\n* Optimizations, reduce memory allocations, .. (#73564 (Adaptive subdivision modifier takes to much memory ))\n* In Blender 2.8, Blender subdivides the mesh itself which leads to too much memory usage.\n* #78055: panorama dicing works poorly compared to matching perspective camera\n* #92893 (\"Persistent Data\" stops \"Adaptive Subdivision Surface\" from working properly.)\n* #97364 (Adaptive subdivision breaks attributes passed from geometry nodes to shader editor)\n\nDisplacement:\n* Fast BVH refit updates when tweaking displacement shader\n* Better results for bump from vector displacement.\n* Vector displacement tangents compatible with other software."
] | [
"Camera DOF distance based on an object doesn't update on animations with compositing Defocus\nWin 10 64, nvidia 1060 6gb\n\nBroken: blender-2.80.0-git.cad1016c20b5-windows64\n\n\n\nNot render engine related. If you use the Defocus node in the compositor, and an animated object as the target for your camera to determine the focus distance, when you press ctrl+f12, the defocus won't animate, stuck at one distance, the one on the frame you had on the viewport before you pressed ctrl+f12. It seems the camera distance based position of the target object is not being evaluated when the animation is being composited. Animating the Distance value of the Camera directly, without an object, works though. And native eevee or cycles depth of field works with animated distance object too. This is not a huge priority or anything. \n\n\nPlay the animation in the viewport and you'll see the distance of the camera focus does change, but render the animation with ctrl+f12 and the defocus doesn't change in the final video. Using eevee's internal depth of field or animating the distance value of the camera directly does work, and you can render that to compare.\n[bug9.blend](bug9.blend)"
] |
bug render in default worksapce with cycle and stereoscopy
Operating system: windows 7-64bit
Graphics card: geforce gtx 1070
Broken:
2.8 beta
**bug render with cycles in the default actice workspace and Stereoscopy activated in Scene (right little window)
| [
"Crash on render\n**System Information** MSI BRAVO 15\nOperating system: WINDOW 11\nGraphics card: RX 6600\n\n**Blender Version**3.6\n\nWhen attempting to render a scene in Blender, the software consistently crashes, causing frustration and hindrance to the rendering process. This issue is hindering users from efficiently creating their projects and requires immediate attention to maintain a stable and reliable rendering environment.\n\n[debug-log](https://projects.blender.orgattachment)\n[system info](https://projects.blender.orgattachment)",
"Visual bug when using strenght tool in 3D space left for Tool Panel\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX 960M\n\nBroken: 2.80 RC\n\nVisual bug in Sculpt mode, Vertex Paint, Weight paint and Texture paint\n\n1. Go to Texture Paint mode\n2. Set strength tool to 1.0 (shift F)\n3. Use strenght tool hotkey (Shift F) in the narrow 3D space left for the Tool Panel\n\n",
"Cycles GPU/CPU render difference with more than 64 transparent bounces and coplanar faces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\n\n\nWhen using particle plane with transparency ( to fake volume scatter ), we have a color mismatch between CPU and GPU rendering. \n\n\n see attach file\n\n\n\n[cpu_gpu_issue.blend](cpu_gpu_issue.blend)\n \n",
"Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n",
"Allow OpenGL image drawing in UI colour space\nSince 7ad802cf3a images are stored with premultiplied alpha and in scene linear space. This produces the wrong colours when used for drawing UI elements.\n\nExample from the Blender Cloud texture browser, with the post-7ad802cf3a drawing on the left and the expected colours on the right:\n\n\n\n@brecht proposed adding a new shader that can be used from Python and that draws the textures in the correct colour space.\n",
"Some Cycles nodes are active when muted (RGB To BW, Math, vector Math, Separate RGB)\nWin10 64bit\n\nBroken: 2.79\n\nRGB To BW node is active when muted\n\nOpen file and render\n[RGB_BW.blend](RGB_BW.blend)\n\n",
"I export a pyro from C4D as VDB but the rendering time is not displayed with the cycle?(only cycle)\nOperating system: win 11.x64\nGraphics card: rtx 3070ti\n\n3.5.0, 2023-04-26\n\n**I checked in different modes and tested with other VDB files, they are fully rendered in the rendering cycle, but this file, which was output from Cinema 4D, only works in Eevee mode.**\n",
"Tasks after BI removal\n* Code cleanup\n * Preview render code could be simplified, not used old preview.blend** Customdata mask handling still assumes old draw types\n * Move camera matrix code out of Render and into Freestyle, the only user\n * ~~Remove BLENDER_RENDER compat engine, find better system~~\n * Simplify GLSL shader coordinates, originally designed for camera space shading\n\n* Bigger tasks\n * #54696 (Blender Internal displacement baking move to Cycles)\n * [x] #54697 (Vertex color baking for Cycles)\n * #54656 (Cycles/Eevee texture nodes for modifiers, painting and more)",
"KeyingScreen Compositor node emits \"black holes\" \nThe attacged folder shows a bug in the KeyingScreen compositor node.\n\nIn the Screenshot GreenPlateBug-Screenshot.png it can be seen in the above compositor window that some areas are filled with black\ninstead of grey / green.\n\nThat appeared after creating the \"last\" track marker (the selected / larger track marker in the below window).\n\nIf you remove that larger marker, the bug disappears.\n\nTo reproduce, open the attached blend file, close render window, disconnect / reconnect the viewer node to the keying screen node to\nsee in backdrop display.\n\nThe bug appeared in a different usage of the KeyingScreen node with much fewer track markers, but since the circumstances of\nthe bug to appear is unclear, i had to add a lot marker here.\n\n\nBlender version 2.80 (snap Ubuntu version).\nOS: Ubuntu 19.04 x86\nGraphics Card: Prime Laptop (NVidia / Intel combination) Dell Inspirion 4500 Laptop in Intel mode\n",
"crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n",
"Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n",
"Render has distortion with stereo, panoramic and motion blur\nOperating system: Linux-5.4.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Ivybridge Mobile Intel Open Source Technology Center 4.2 (Core Profile) Mesa 19.2.6\n\nBroken: version: 2.81 (sub 16)\nWorked: Worked well in GUI mode.\n\nWhen batch render the 3D 360 scene, object with follow path modifier and motion blur enabled, the \"R\" eye image contains distorted object\n\n\n[3D_360.blend](3D_360.blend)\n\n0) Set render engine to \"Cycles\"\n1) set [Stenography] option ON, select [Stereo 3D]\n2) set camera to Panoramic, type Equirectangular\n3) Add object to scene\n4) Add curve to scene (circle for example)\n5) Add constrain [Follow Path]\n6) Add key frames with different offset values to make it move along the path\n7) Enable [Motion Blur] in \"Render properties\"\n8) Save the file and quit blender\n9) Run the rendering in batch mode (for example):\n$ blender -b scene.blend -f 1\n\n10) Examine saved image for _R eye.\n\n\n\n",
"Fly/Walk in viewport, Workbench/Eevee do not stop rendering at sample limit\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken since at least 2.80 and still broken in 2.91.0 Alpha\n\nWhen using Walk or Fly navigation modes using any built-in renderer except Cycles, the viewport will render the specified number of samples, then start again from sample 1 and repeat indefinitely, *even if the navigation is motionless.* This can be seen visibly. If set to 1 sample, it still re-renders it indefinitely. This can be confirmed via GPU usage.\n\nEnter walk or fly mode in any scene, using any viewport mode, and any renderer except Cycles. If you have a hard time seeing it, you can use Eevee and any volume shader to more easily see each sample as it's rendered.\n\n**Misc notes**\nI'm aware Workbench's render settings are anti-aliasing samples instead of sample count, but it still re-renders those anti-aliasing samples.\n\nIt's not a pressing problem, but it does waste GPU resources and can introduce visible flickering. It should either stop rendering when it reaches the set number of samples (like orbit), or stop rendering after 1 sample regardless of sample limit. The latter would actually be more useful in my use case, even for regular orbiting. My proposal: It could pause for about 500-1000ms (configurable?) before rendering sample 2 and onward. This would improve viewport responsiveness, but still retain the benefits of rendering the full quality version during navigation.",
"CPU + GPU render precision differences for small, far away area light\nOperating system: Linux-4.19.0-5-amd64-x86_64-with-debian-10.0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nThis was recently reported in this thread : \n2\n\n I can at least say, that when using small area lights below a size of 1 (e.g. meter), and it’s getting darker (the light source is far away from the object) you can clearly see this problem: CPU renders the tiles darker than the CUDA GPU.\n\n\n\nCreate a new scene with the cube, remove the default light, create an area light, resize it to lets say 10% (or 1%… the smaller the bigger the effect) and rotate it that it lights the default cube.\nHere is a .blend that reproduce the issue :\n[TileProblem.blend.blend](TileProblem.blend.blend)\n\n",
"Audio in VSE starts in wrong location when rendered with negative frames\nOperating system: win 10 \nGraphics card: GTX960\n\n2.80\n\nWith negative frames, audio starts on the first negative frame not where it is placed in the VSE when it is rendered out. (same issue in 2.79B)[test-0048-0045.mp4](test-0048-0045.mp4)\nBased on the default startup or an attached .blend file (as simple as possible).\n[VSE starts audio in wrong frame.blend](VSE_starts_audio_in_wrong_frame.blend)"
] | [
" blender Crash when use Cycles to render Stereoscopy \nWin10 X64 GTX1080Ti\n\nBroken: 2.80 27cccaeccd2 2018-11-29 01:24\nWorked: (optional)\n\ncheck stereoscopy , use cycles to render when the left eye view render done, bleder crash.\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n",
"Cycle render crashes when using multiview\nOperating system: Ubuntu 18.10\nGraphics card: NVIDIA Geforce GTX 1070\n\nBroken: 2.80 (8c620c8e2b3 and 925380050d0)\nWorked: 2.79b release\n\nCycles render crashes Blender when trying to use multiview.\n\n- Start Blender with --factory-startup command line option\n- Select Cycles render\n- Enable multiview (Turn on Stereoscopy)\n- Render (Press F12)\n",
"Crash when rendering with stereoscopy->Multi-View\nOperating system: Windows 10 Pro, version: 1803\nGraphics card: Shaphire Radeon RX580 8gb\n\nBroken: 4c31bed6b46 blender2.8, 2018-11-30\n\nWhen rendering with stereoscopy ->Multi-View, to render multiple cameras in batch for a single scene crashes, using cycles.\n\nMethod described in: 102118#102118\n\n1. Add a second camera to the scene. \n2. Change the names of the cameras to:\n * Camera_L\n * Camera_R\n3. In output, mark stereoscopy, select multi.view\n4. Change the render to Cycles \n5. And render\n**Crashes while rendering\"\"\n",
"Blender 2.80 - Crash if Render in Steroscope-3D\nOperating system: Win-10-Pro-X64\nGraphics card: GTX-1070\n\nBroken:\n2.80 -Beta- Every until Today! (14.01.2019)\nWorked: (optional)\n\nEvery try to Render a picture with Cycles-Engine in Steroscope-3D crashes Blender!\n\nBased on the default startup or an attached .blend file (as simple as possible)."
] |
"in front" / x-ray on armature not working
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48
Broken: version: 2.82 (sub 5)
Worked: 2.81a official release
this only happens in my production file, which has linked character proxy's, and library overrides, however i am unable to replicate it in a simple .blend. watch this video instead
[2019-12-12 19-20-18.flv](2019-12-12_19-20-18.flv),
1. Open attached file.
2. With the rig selected, go to pose mode;
3. In the overlay options, disable and enable `Fade Geometry`.
[bug_T72388.blend](bug_T72388.blend)
| [
"Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\n\nAs title said. Hiding works with modifier but not work simultaneously as «hide masked»\nFor example, edit mode work well with mirror and hiding, hiding by faceset works well too...\n\n**Steps to Reproduce**\n- Open .blend file\n- Paint with mask brush\n- {nav Sculpt > Hide Masked} \n\nTest File:\n[#92372.blend](T92372.blend)\n[2021-10-20_18-49-00.mp4](2021-10-20_18-49-00.mp4)\n",
"Box Trim has no effect (operates on undeformed geometry)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\nBroken: version: 2.91.0\n\nI have recorded [a video here ](watch?v=YEyFAvftycs)\nAs one can see, the Box Trim sculpting has no effect in this case.\n\n[stack3.blend](stack3.blend)\nPlease proceed as show in the video.",
"X-Ray and Wireframe-Only modes not working in weight painting mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Beta\n\nX-Ray and Wireframe-Only modes not working in weight painting mode.\nIf I remember correctly it worked in earlier versions of Blender, like 3.0 or maybe even earlier, but then was broken.\n\nWatch attached video for demonstration.\n\nCreate any object, go to Weight Paint Mode.\nTry to use X-Ray shading or Wireframe-only shading modes. The 3d-model is fully opaque.\nGoto Vertex selection, With X-Ray set to 1 I can't even select backface vertices, only if I lower it value a bit - it start working, but 3d-object is still opaque.\n+ Looks like Show wireframe checkbox (in viewport overlays panel) in this mode not working also.\n\nvideo:",
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n",
"Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n",
"Fade Inactive Geometry: Objects with the same object data are faded\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 3.0.0 Alpha\n\nThe \"Fade Inactive\" Geometry\" overlay is supposed to fade out any object that is not affected by the currently active object in any mode that is not object mode.\nBut if any other object has the same object data linked (same geometry) it will be faded out anyway.\n\n In this example the quad-sphere in the center is active in edit mode. The one to the right has the same linked object data, which is why it also shows the edit mode overlays as it is the same geometry.\nBut since it is another object it is greyed out.\n\nThis is related to #87704 since the overlay seems to prioritise objects that are in the same mode instead of objects that share the same geometry.\n\n- Duplicate an object multiple times to have more than 2\n- Duplicate one of them with Alt + D to have their object data linked\n- Enter Edit Mode on one of those objects\n\n",
"Selecting bones on linked rig has lag\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nAlright, so I had a chat with Bastien and we agreed to make a bug report so that this had a record.\n\nSo in the zip you will find the files \"character\" and \"link\". The \"link\" file has the rig already linked. This is the new [BlenRig 6 ](660103) Rig and ever since we got library overrides people have been experiencing a certain lag when selecting bones on a linked rig.\n\nThis lag can go from milliseconds to a couple of seconds depending on scene load and CPU.\n\nBastien Suggested that disabling Global Undo could fix the lag and indeed it does fix it... but you know, it's not practical to be forced to working without Undo...\n\nIn the zip you will also find two files called \"no_overrides\", there I turned off library overrides for all properties. Unfortunately, the lag is still there when you link the rig.\n\nI really don't know what could be causing this, animation playback works just fine, the lag happens when selecting bones and when scrubbing through the timeline. Maybe you could do some debugging and see what blender is doing on those two operations and why it's taking so long to perform them. \n\n- Unzip the attached file - you will find the files \"character\" and \"link\"\n- Open the file `link.blend`\n- Select some bones to check the performance\n- Go to {nav Blender Preferences > System} and disable `Global Undo`\n- Select some bones to check the performance\n[lib_overrides_lag.zip](lib_overrides_lag.zip)",
"Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n",
"X RAY mode cannot be toggled while in pose mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R4 Graphics ATI Technologies Inc. 4.5.13547 Core Profile Context 25.20.15018.12\n\nBroken: version: 2.93.5\n\n while modifying animations i tried to turn on xray mode to see inside a mesh while moving bones around only to find it was not functioning\n\nstep 1: create mesh\nstep 2: go to pose mode\nstep 3: toggle xray and see it do nothing\n",
"Grease pencil over geometry occlussion problems\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.5\nBroken: version: 3.0.0 Alpha\n\nGP lines get incorrect occlussion in the render while looking fine in the viewport\n\nThe problem displays differently in the following 2 scenarios:\n\nThis file has a grease pencil stroke close over (but not really touching at all) a piece of geometry\n[GP Aliasing.blend](GP_Aliasing.blend)\nViewport Rendering\n\nRender\n*The line looks jagged in the render*\n\n\nThis file has a grease pencil drawing far behind a piece of geometry\n[Occlussion.blend](Occlussion.blend)\nViewport\n\nRender\n*The drawing that should be occluded is completely visible*\n\n",
"Face overlay still not resolve.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.4.1\n\nDepth offset in Metal overlay is much larger than seen in OpenGL\n| OpenGL | Metal |\n|---|---|\n|  |  |\n\n\n- Open attached .blend file\n\n",
"Cycles: Hair is not rendered in front of images\nOperating system: Fedora Linux (Gnome Wayland)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nCurves hair is not visible when it is in front of an image\n\nOpen the [file](https://projects.blender.orgattachment) and render the image.",
"Setting/editing keyframes on multiple characters in pose mode doesn't work for Whole Character and Whole Character(selected Bones Only) options.\nOperating system: Windows 10 Home Edition\nGraphics card: GeForce RTX 2080\n\nBroken: 3.1.0 Master Build\nWorked: never\n\nSetting/editing keyframes on multiple characters in pose mode at the same time only affects the Active Character's Keys on certain insert key options.\nIdeally the insert key options work consistently for all selected characters bones.\n\n - Add two character skeletons to a new scene (Shift+a > Armature > single bone)\n - Select the first bone then Shift+Select the second one.\n - Switch to pose mode\n - hit \"a\" to select all. You should have both bones highlighted\n # hit \"i\" to insert a keyframe.\n - # if you choose Whole Character or Whole character \"Selected bones only\" it will only set a key on the bones for the Active Character.\n - # if you choose any other option it sets keys on both characters.\n\n\n\n\n\n\n**Additional comments:**\nIdeally Whole character would key all characters currently in pose mode.\nand Whole Character (Select bones only) would Key any currently selected bones regardless of which character they belong to.\n\nThe current functionality is confusing, if it is intended, the label should read \"Active Character\" and \"Active Character(selected Bones only)\"\n\nHowever when a user chooses to have multiple characters in pose mode it is because they are trying to pose and key them at the same time without having to switch back and forth with every adjustment. So having the ability to key multiple whole characters, or a random selection of bones belonging to multiple characters would be useful.\n\nThat said keying rotation/translation/scale&custom properties gets me what I need so this is not a blocker but it is something that could be improved for clarity as it will frustrate many animators unaware of this inconsistent behavior for the last two options.\nI was relying on \"Whole character\" and \"whole character (Selected bones only)\" to essentially key everything until I had to do multiple characters and I got confused for a while why my animations were looking janky until a dug into it.",
"Compositor: Viewport issues when Passepartout is off\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera `Passepartout` is off.\nNote that the Compositor is set to Camera.\n\n\n* Open this file: [zoomed_out.blend](attachment)\n* Notice that the passepartout is disabled in this camera, but the viewport compositor is set to Camera.\n\nCurrent buggy result:\n\n\nThe mask only matches when the camera has `Passepartout` on:\n\n\n\nRelated: #111344\n\n",
"Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n"
] | [
"'Fade Geometry' doesn't display bones correctly\nOperating system:\nGraphics card:\n\nBroken: 2.82\n\n'Fade Geometry' option stopped making bones appear in front.\n2.81:\n\n2.82\n\n1. add an armature\n2. add a cube\n3. go into pose mode\n4. enable 'fade geometry' in overlays\nor open this file:\n[bug.blend](bug.blend)\nBased on the default startup or an attached .blend file (as simple as possible).",
"Pose Mode [Fade Geometry] doesn't use bone xray\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.82 (sub 6)\nWorked: version: 2.82 (sub 1)\n\nWhen you're in Pose Mode, the hotkey [Alt + Z] / `bpy.ops.view3d.toggle_xray` / `VIEW3D_OT_toggle_xray`\nwill toggle the `view_3d.overlay.show_xray_bone` BoolProperty.\n\nWhen it is enabled, ***normally*** the bones *(from objects in pose mode)* will show in front, regardless to the object's `show_in_front` property. \n\nNow when enabled, the ***object's*** `show_in_front` property is ignored, and is shown without Xray/In Front\n\nAdd an armature and a mesh, overlapping so the mesh hides the bone.\nEnter pose mode.\nToggle the Fade Geometry checkbox (press alt+Z)\n\nGo to the Properties window and enable `In Front` on the armature object, then toggle the Fade Geometry checkbox again.\n\nNote that the ONLY scenario in which the bones will actually show in front, is with `Fade Geometry` disabled, and `In Front` enabled on the armature object."
] |
32bit Displacement Clips dark/negative values
Win7 64bit, GeForce GTX260M
Blender 2.69.8 rev.. hmm the splash doesn't say.. but it is a 2-3 day old build
I have been experimenting quite a bit with 32 bit displacement maps, and i discovered a bug with displacement+32bit images.
Blender seem to read 32 bit images beautifully, which is great! But unfortunately it clips the dark/negative values of the image.
I have provided a example blend file+32bit EXR, and some images that hopefully shows the problem clearly.
Just open the provided file and you will see the displacement clipping happening in the viewport.
(This is a very extreme example of the clipping effect, but it should be a good test case for showcasing the bug)
I also provided a few jpg screenshots:
1 shows the clipping in blender
2 shows that the provided EXR does in fact have information in the dark values in Photoshop. Left shows original exr, right shows same image but with a exposure effect that lifts the darks and reveals star in the negative area.
3 is the original sculpt from zbrush (ie. how the displacement is suppose too look like)
Hope this is an easy one to fix.
thanks for reading
-----
Kjartan Tysdal
[32bit_disp_bug.7z](32bit_disp_bug.7z) | [
"Displacement distorts textures\nOperating system: Windows 10\nGraphics card: RTX 3060Ti \n\nBroken: 3.6.0\nWorked: Never\n\nAll textures are distorted where displacement texture is greater than 0.\n\nWhen you plugin displacement as 'bump only' the box projected textures glitch out and start to stretch.\nSee attached file.\n",
"VSE: UI suggests greater than 32 channels are usable\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 3.0.0 Alpha\nWorked: Unsure\n\nMore than 32 VSE channels are visible (seemingly infinite, I stopped after scrolling past 256), even though only 32 are usable. Honestly it would be good to have greater than 32 channels usable (I found out about the limit while working on a current project), but if not, then at least showing the true state of its limit would mean the behaviour could no longer be said to be buggy.\n\nAlso a couple of long-unsolved bugs related to channel display problems:\nT79783\nT57976\n\n- Drag timeline canvas down until channels 33+ are exposed (all unusable)",
"Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: \nFrame (14) without a glitch: \n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)",
"Displacement map, wrong normals and shadows on triangle geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.69\n\nBroken: version: 2.92.0\nWorked: ?\n\nExperimental Cycles displacement introduces rendering artifacts on some geometries made of triangles. The problem seem to disappear on quad geometry.\n\nOpen the attached \"displace-problem.blend\" file.\nRender an image, or enable Cycles preview in viewport.\nThe left object is made of triangles, and appears with problems.\nThe right object is made of 1 quad, and appears fine.\n\n[displace-problem.blend](displace-problem.blend)\n",
"Geometry-node object-info rotation&scale outputs values are False if scale is negative \nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0\n\nthe object info rotation & scale values are false if the scale of the sampled object is negative \nsee video, where i compare with simple drivers of the object transforms\n\n[dffdsdfdsfsfd.mp4](dffdsdfdsfsfd.mp4)\n[buggy transforms.blend](buggy_transforms.blend)\n\n",
"VDB sequences are rendered blocky here and there ( issues with Volume Displacement Modifier )\nOperating system: Windows 10 \nGraphics card: RTX 2070 CUDA\n\nBroken: blender-3.0.0-alpha+master.ef5a362a5b24-windows.amd64-release.zip\n\n\nBlender renders these blocky frames here and there during the actual render. The VDBs seem to be fine, the same botched render frames look fine in the viewport render. These anomolies are happening only during the actual render. See the attached image (middle right image) for what is happening please.\n\nThe same sequence renders without any issues in Houdini.\n\n(Cycles)\n\n\n\n\nHere is an actual movie render (with Eevee) that shows how horrible this issue is.\n[borkedframes_0001-0200.mp4](borkedframes_0001-0200.mp4)\n\n\n[#88966.blend](T88966.blend)\n[steam.4.0001.vdb](steam.4.0001.vdb)\n\n- Open .blend file\n- Render sequence with CUDA\n\nIssue should appear within 30 frames\n",
"The result of Dynamic paint Image sequence is brighter than intended when using initial color.\nOperating system:Windows 10 64bit\nGraphics card: GTX 1060\n\nBroken: 2.79b, 2.80\nWorked: \n\nthe result of baked Image is birghter than it displays on properties panel. \nNot sure but seems like it is gamma correcting the color but the input color is already in sRGB space, not in linear space!\n\n\nset any color that is not too bright or dark to \nDynamic paint - Canvas - Image Sequence - Initial Color : color.\nthen press \"Bake Image sequence\".\nThe color of baked Image will be brighter than the color you set.\n[dynamic paint color.blend](dynamic_paint_color.blend)",
"EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n\n\nAfter clicking the glossy node header a few times:\n\n",
"\"Z\" changed to \"depth\" breaks consistency in compositing and in Render layers\n\nwin7 gtx 550ti\nOperating system and graphics card\n\nBroken by: 4cf7fc3b3a\n\n\"Z\" changed to \"depth\" breaks consistency in compositing and in Render layers\n\n\n- Make sure that the **z**-pass is checked in the Render Layers tab\n- Open node editor, notice that the**z**-pass is now **depth**-pass\n- Notice as well that everywhere else it is still consider as**z**-pass even in the manual z_combine.html\n\n\n\nAlthough **depth** is more meaningful name, it is breaking consistency. Suggestion: we bring back the old behavior or we change everywhere to z-depth or depth.\n",
"A combination of shader nodes causes lack of material emission at any brightness (Cycles)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.0(tested as well on 3.3.0 and 3.5.0 alpha)\nWorked: (none)\n\nA difference of bevel node and normal coordinates produces no light at any emission level. Clipping the result due to suspicion about negative brightness has no result.\nNote: adding any value to the result adds corresponding emission, but despite visuals, brightness from combination above does not.\n\n\n- Open attached file\n[cycles_where_is_emission__bug.blend](attachment)\n\n\n",
"Eevee: image sequence data bloc displays different offset attributes when set from different locations (texture editor, shader editor, image locator)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.5.0\n\nif I change the offset (or start frame) of the sequence in the shader editor, I would expect it to also change in the image editor or wherever I am using the same image sequence, otherwise it causes discrepancies and buggy viewport display (since we dont know which offset is displayed in the viewport). \n\nJust change the offset of 1 of the 3 displayed image sequence settings displayed... the other 2 won't follow.\n\nCycles does this fine btw.",
"Transform node with bicubic filtering distorts image\nWin 7 64bit\n\nBroken: 2.79\n\nWith untouched settings every other option gives proper \"difference\" result, except Bicubic.\n\n\nOpen file, switch between filtering options and see difference from source image.\n[Bicubic_scale.blend](Bicubic_scale.blend)",
"Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n",
"Black outlines around animated Objects when Scrubbing/Playback.\nOperating system: Windows 10 64 Bits\nGraphics card: GTX 1080 TI.\n\nBroken: version: 2.83.8 hash: 7c027f9480a9\nWorked: version: 2.83.4 hash: `abb7364912` (commit date: 2020-02-23 23:00)\n\nThere are some weird black outlines popping out during anim playback or scrubbing. \n\n***P**\n{[F8400153](spot.jpg) size = full}\n\n\n* open the file\n* If it is not already set, set viewport shading to material preview (that's where you can easily spot them)\n* playback the animation or quickly move the object\n\nThe black outlines will appear but the moment you stop they'll disappear, so you can screen capture the moment to check their existence ***P**.\n\n[Black.blend](Black.blend)\n",
"Image of the viewport can no longer be obtained via glReadPixels in Python. Gives strange results since 2.83\nOperating system: Arch Linux 5.8.5-arch1-1\nGraphics card: Intel i7-8665U\n\nBroken: since 2.83\nWorked: till 2.82\n\nIn Python, we get an image of the viewport from within an registered draw handler routine using:\n\nviewport = bgl.Buffer(bgl.GL_INT, 4)\nbgl.glGetIntegerv(bgl.GL_VIEWPORT, viewport)\nwidth = int(viewport[2])\nheight = int(viewport[3])\nimage = np.zeros([height, width, 4],dtype=np.uint8)\nbuffer = bgl.Buffer(bgl.GL_BYTE, image.shape, image)\nbgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)\n\nIt worked fine till 2.82, as shown here\n\n\nHowever, it gives blackish colors of the objects in the viewport since 2.83:\n"
] | [
"HDR texture values clamped to a minimum value of 0 when used in modifiers (*AFTER 2.68*)\n%%%--- Blender version with error, and version that worked ---\nR56696 can't remember it ever working \n\n - Short description of error ---\nbascially using 32bit exr/tiff for some vector displacement mapping using the displace modifiers rgb->xyz only moves the verts in a positive direction\n\ndid some digging myself yesterday and tracked it down to BRICONTRGB in soruce/blender/render/intern/include/texture.h also the single channel texture has this issue for regular displacement maps but usually not a problem since those are often with a 0.5 midlevel applied but it happens when it tries to displace it to much. offsetting the mid level in the vector ones isn't an option for maps coming out of zbrush at least not what i have found. not that that is a fix anyway.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\njust open the blend file and it should show a mushroom with 1/4th of its cap displaced alright instead of a full mushroom see the .jpg file for how it should look and how it looks right now.\n%%%"
] |
Inserting new keyframe deletes previous ones
Operating system: Lubuntu (Linux)
Graphics card: GTI 1050i
Broken:
blender-2.80-8a51af7d1c98-linux-glibc224-x86_64
Addding a new keyframe sets back the other keyframed values to previous (see below)
First I insert (in the "N"-panel) a keyframe for rotation, one for location and one for scale. Second I move further on in the timeline (dopesheet) and change some or all of these values and want to insert new keyframes for all the changed values. If I now add a keyframe for the first changed value (e.g. rotation) it automatically sets the other values back to the first keyframe values. Any fix planed on this? | [
"Unlinked/deleted objects reappear, when deleted at startup in a python script (i.e. ./blender --python delete.py)\nDebian 7.4 64bit, also occurs on OSX\n\nBroken: 2.63, 2.69.0\n\n\nUnder certain conditions objects which have been unlinked from a scene do reappear.\n\n\n\n\n - Start blender with `./blender --python delete.py` (see below for the script) (blender just shows an empty scene)\n - Once the GUI is loaded, do: **Add -> Mesh -> Plane**\n # Immediately afterwards hit **F6** and adjust one Property of the newly added object (e.g. the radius)\n\nResult: the objects from the start scene (camera, lamp, cube) reappear.\n\n**Doesn't occur when...**\n - ... A second Mesh is inserted before hitting **F6** to change its properties\n - ... The script is executed in the Blender Editor (and not at startup with option `--python`)\n\n\n**Python script `delete.py`**\n\t\n\n\n\n```\n import bpy\n \n```\n - IMPORTANT: run as: ./blender --python delete.py\n - once blender started, here is what I did in Blender GUI:\n - - add a new mesh (Add -> Mesh -> Plane)\n - - Hit F6 immediately afterwards and modify radius\n # Result: Blender start scene (cube, light & camera) is visible again\n```\n \n```\n # the described bahaviour and result is the same for deleteScene1() - deleteScene3()\n```\n \n def deleteScene1():\n bpy.ops.object.select_all(action='SELECT')\n bpy.ops.object.delete()\n \n def deleteScene2():\n bpy.ops.object.select_by_type(type='MESH')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='LAMP')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='CAMERA')\n bpy.ops.object.delete()\n \n def deleteScene3():\n scn = bpy.context.scene\n for obj in scn.objects:\n scn.objects.unlink(obj)\n \n```\n - deleteScene1()\n - deleteScene2()\n```\n deleteScene3()\n\n```\n\n\n\n",
"Removing and readding hotkeys adds them in the wrong section of the keymap\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\n\nWhen you remove let's say the hotkey to call the toolbar in the 3D view, and then readd it, then it gets readded in the wrong section of the keymap. The result is that this hotkey may be troubled now. See example below.\n\nThis behaviour breaks the functionality to manage your hotkeys from within the right click menu of the operators in the UI. This is a showstopper bug for user configured keymaps. \n\n\nOpen Blender. In the View menu of the 3D view remove the hotkey for Toolbar. This hotkey is local, just for the 3D view. It's initally located in the generic section of the 3D view.\n\nNow readd the hotkey. Watch in the keymap where it gets readded. In the Window section. And this section acts global.\n\nNow switch to the Scripting Layout. Press the hotkey that you have readded in the 3D View. You will get a error message now. The hotkey is now global, it is in the Windows section. But the toolbar does not exist in the Text editor. And so we get a error message.\n\n\n\n\n\n\n\n\n\n\n\n",
"Can't undo the keyframe change in edit mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nWhile in edit mode, when you hit Undo in the graph editor after moving a keyframe, the graph doesn't change.\n\n- Animate anything using a couple of keyframes.\n- Change to edit mode in viewport\n- Switch timeline to the graph editor (not necessary, you can keep timeline as it is)\n- Select a keyframe and move it\n# Hit undo\n\nResult: The graph editor stays the same\n\nExpected: The move you just made in the graph editor should be the only thing being undone!\n\nTest file with first four steps included\n[#97700.blend](T97700.blend)",
"Improve auto offset when inserting new node\nIn the example below the Noise Texture node should be moved automatically as well, not just the Set Position node.\n\n[screen_recording-2021-12-13_17.34.37.mp4](screen_recording-2021-12-13_17.34.37.mp4)\n\nThe exact behavior in more complex trees still has to be designed.",
"VSE: Frame Overlay incorrectly applies Transform to reference frame, ignores keyframes\nOperating system: Ubuntu 20.04.2\nGraphics card: AMD® Verde\n\nBroken: 2.93.3\nWorked: don't know\n\nWhile Frame Overlay is active and set to \"Reference\" or \"Rectange\", the video sequencer applies transformations to the reference frame even when that frame has a different transformation keyframed. The expected behaviour is that the reference frame looks exactly as it does when that particular frame is active.\n\n - Open attached file [vseoverlaytransform.blend](vseoverlaytransform.blend)\n - Note that Frame Overlay is active and Overlay Type set to \"Reference\"\n - Alter the Rotation parametre of the text strip\n - Note that the displayed frame transforms as you change the value\n - Disable Frame Overlay and jump to the first frame\n - Note that the transformation parametre has a keyframe at 0 deg, but the displayed text is still rotated\n - Press Ctrl-R (Refresh All) and note that the text jumps back into its unrotated state\n\n",
"UI bug in preset window after repeated remove\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0\n\nWhen you remove a preset the textfield with the +/- moves one entry up\n[2022-07-15 09-17-07.mp4](2022-07-15_09-17-07.mp4)\n\n1. Go to the scene tab\n2. Create several new presets\n3. Remove all the new created presets in one go without moving the mouse away.\nI think the textfield with the +/- moves should just stay at the bottom and the window should shrink from the top.",
"Scene pre/post handlers are called for each main loop iteration\nTitle says it pretty much everything. just execute this in py console:\n\n```\ndef cb(sce): print(\"foo\")\n\nbpy.app.handlers.scene_update_post.append(cb)\n```\n\n…and you'll get endless 'foo' lines in your console, even when Blender is hidden and all.\n\nIssue is, main loop calls (through `wm_event_do_notifiers()`) `BKE_scene_update_tagged()`, which unconditionally fires those pre/post scene update handlers.\n\nNot quite sure what's to be done here really, not familiar at all with this area of the code.",
"Autokey keys disabled driver values\nOperating system: Darwin-17.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.27.6 378.10.10.10.20.109\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nWhen you have autokeying turned on for LocRotScale, then disable a driver (for say a shape key) and then manually tweak the value. Blender will key this change in the driver editor.\n\n- turn on autokey (keying set LocRotScale will do)\n- create a property on the default cube\n- copy as new driver\n- create a shape key\n- paste this driver to this shape key\n- then disable the curve for this driver in the driver editor (check box)\n- manually tweak the driver value and this will be keyed in the driver editor.\n\n[autokey_disabled_drivers.blend](autokey_disabled_drivers.blend)\n\n[auto_keying_disabled_drivers.mp4](auto_keying_disabled_drivers.mp4)\n\n",
"Inconsistency in the behavior of 'Jump to next/previous keyframe' operator\nOperating system: Linux-5.4.0-124-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.3.0 Beta, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: as far as I know, none.\n\nWhen calling the 'Jump to next/previous keyframe' operator, there are inconsistency of behavior depending whether the active object is a Grease Pencil one or not.\nFor standard keyframes, it jumps to next keyframe if the object is active, regardless of if the object or any of its channels are selected.\nFor grease pencil layers keyframes, it jumps to next keyframe only if the layer channel is selected.\n\nReproduce the bug :\n - Open a new blender file,\n - Add one grease pencil object with two keyframes,\n - Add one 3D mesh (for example) with two keyframes (at different frames than the grease pencil ones),\n - Try to jump to next or previous keyframes, standard shortcut : up/down arrow in the viewport.\n\n[issue_jump_to_next_keyframe.mp4](issue_jump_to_next_keyframe.mp4)\n\n",
"`action.frame_range` span always >=1 when there's only 1 key frame in it.\nOperating system: Mint\nGraphics card: Nvidia\n\nBroken: 3.5 & main branch\n\n\nframe_range wrong value when only 1 keyframe\n\n- with default cube, go to frame 6\n- Insert a keyframe (for example, on location)\n- bpy.context.object.animation_data.action.frame_range returns (6.0, 7.0)\n\nMy expectation was it returns (6.0, 6.0)\n\nIf you then insert a keyframe at frame 7, it still returns (6.0, 7.0)\n\n",
"GPencil: Object keyframes are not visible in grease pencil dopesheet mode\nOperating system: windows 10\nGraphics card: GTX 1650\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nIn grease pencil Object when I assign a key frame to its properties (like opacity or transformation ), I cant see the key frames in the action editor.\nAnd same thing when I do frame by frame animation.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n{[F10286546](GP_and_Action_Editor.blend)}",
"Moving a keyframed object starts moving from wrong location when linked scene open in separate window\nOperating system: linux\nGraphics card: nvidia\n\nBroken: 3.2\nWorked: didn't check\n\n- Create a keyframed object that moves, i.e. frame 1 (object.x=0) and frame 30 (object.x=10)\n- Create a linked copy scene (Scene.001) and open a new main window set to that scene, and set timeline to frame 1.\n- In original window in original scene, scrub timeline to anywhere after frame 1.\n- Press \"g\" to move object in original window. Notice the object jumps to where it is in the other main window (Scene.001) instead of starting to move from where it is visually in the current window and scene.\n\nExpected:\n- Moving respects the current window/scene.\n\nRelated issues:\n- The keyframe color indicators stay orange (instead of turning yellow) when scrubbing to the frame with the keyframe and the location values don't update.\n\nTest file (first 3 steps included)\n[#99597.blend](T99597.blend)",
"NLA animated time strip with a driver displays a wrong frame when going back in time\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.93.0 Alpha\n+ version: 2.92.0\nWorked: never\n\nWhen using a driver on the \"animated time strip\" property of an NLA track, the animation is offseted when going backward in time, with the arrow keys. This makes the animation review process very hard.\n\n(see video attached)\n\n[#86107.blend](T86107.blend)\n\nanimate the default cube (example : revolution on Z axis, from frame 1 to 250\ncreate an empty, add a custom property, set the max to 250\nkeyframe the custom property as : frame 1 value 1.00 ; frame 250 value 250.00.\ntweak the animation curve of the custom property to get a nice S shape\ncopy the custom property as a new driver\ngo to the NLA, push down the cube action, go to it's strip option and check \"animated time strips\"\npaste the driver on the \"animated time strips\" value\nnow if you go forward and backward with the arrowkeys, you'll see that the animation is doing some weird frame offset\n\n\n[bugreport_wrongframe.mp4](bugreport_wrongframe.mp4)\n",
"Adjust Last Operation: Other changes outside that panel are reverted back automatically\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous",
"Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\nOperating system: Win10\nGraphics card: Nvidia GTX 1060 6G\n\nBroken: 2.82\nWorked: None\n\nCannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\n\nFor example, this is an operator called by WM to manipulate the location of the selected object. We cannot insert keyframes to the property from RMB > Insert Keyframe or from the anim dot after the property\n\n```\nimport bpy\n\nclass HelloWorldOperator(bpy.types.Operator):\n \"\"\"Creates a Panel in the Object properties window\"\"\"\n bl_label = \"Hello World Modal Operator\"\n bl_idname = \"test.hello\"\n\n def draw(self, context):\n layout = self.layout\n layout.use_property_split = True\n layout.use_property_decorate = True\n\n obj = context.active_object\n\n layout.label(text=\"Hello world!\", icon='WORLD_DATA')\n layout.prop(obj, 'location')\n \n def execute(self, context):\n return {'FINISHED'}\n \n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_dialog(self)\n\n\ndef register():\n bpy.utils.register_class(HelloWorldOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(HelloWorldOperator)\n\n\nif __name__ == \"__main__\":\n register()\n bpy.ops.test.hello('INVOKE_DEFAULT')\n\n```\n\nThis kind of problem exists in all modal-like panels or operators called by WM. The file picker from file_select is also not working. Is it RNA problem? I hope developer can generate its error message in the console. For now, I don't know what to do next. Please let me know how can I insert keyframes to properties in such panel/operators with right click\n\nBest wishes, thank u"
] | [
"Keyframing anything resets other keyframed properties\nWindows 10 64 bit\nIntel Core i7-6700K\n32 GB RAM\nGTX 1080\n\nBroken: 2.8 d3e1b043c37\n\nIf you keyframe a property, all the other properties are reset to the value in the previous keyframe. It only resets properties that have been keyframed.\n\n- Select default cube if it not selected.\n- Keyframe location (X, Y and Z).\n- Set current frame to 10 (or any other).\n- Move the cube.\n- Keyframe location X.\n- Y and Z will be set to 0 (or the value they had in frame 1).\n\nYou could keyframe anything, it will reset all they properties that have been keyframed in a previous frame."
] |
Keyframing anything resets other keyframed properties
Windows 10 64 bit
Intel Core i7-6700K
32 GB RAM
GTX 1080
Broken: 2.8 d3e1b043c37
If you keyframe a property, all the other properties are reset to the value in the previous keyframe. It only resets properties that have been keyframed.
- Select default cube if it not selected.
- Keyframe location (X, Y and Z).
- Set current frame to 10 (or any other).
- Move the cube.
- Keyframe location X.
- Y and Z will be set to 0 (or the value they had in frame 1).
You could keyframe anything, it will reset all they properties that have been keyframed in a previous frame. | [
"Timeline showing key-frames for trackers all the time.\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn the Layout view, the timeline normally shows only the keyframes for the selected item. When I add do some motion tracking in the movie clip editor and create the scene. Switching back to layout view, the timeline now shows a keyframe on every frame even if I have no objects to select. I can't find a way to hide the keyframes from the timeline either. If I expand the timeline and twirl down the summary, I see lots of trackers with keyframes.\n\n\n",
"Clearing a CollectionProperty of ID pointers will dereference duplicate IDs below zero\n## Simplified Report\n\n- Execute the first script below in a new scene with a Cube.\n- The first script will add the cube 10 times to the collection property.\n- Save the file and reopen.\n- Execute the second script.\n- The second script will clear the collection.\n- The cube will get dereferenced to a user count below zero. With this assert:\n - `ERROR (bke.lib_id): source/blender/blenkernel/intern/lib_id.c:322 id_us_min: ID user decrement error: OBCube (from '[Main]'): 0 <= 0`\n- Saving the file again and reopening will remove the cube since it has no users. Even though it was linked to the scene.\n\n```lang=python\nimport bpy\n\nclass TestPropertyGroup(bpy.types.PropertyGroup):\n```\n object: bpy.props.PointerProperty(type=bpy.types.Object)\n```\n\nbpy.utils.register_class(TestPropertyGroup)\nbpy.types.ViewLayer.test_list = bpy.props.CollectionProperty(type = TestPropertyGroup)\n\nfor i in range(0):\n```\n item = bpy.context.window.view_layer.test_list.add()\n item.object = bpy.data.objects[\"Cube\"]\n```\n```\n\n```lang=python\nimport bpy\n\nclass TestPropertyGroup(bpy.types.PropertyGroup):\n```\n object: bpy.props.PointerProperty(type=bpy.types.Object)\n```\n\nbpy.utils.register_class(TestPropertyGroup)\nbpy.types.ViewLayer.test_list = bpy.props.CollectionProperty(type = TestPropertyGroup)\n\nbpy.context.view_layer.test_list.clear()\n```\n\n## Original Report\n\n\nOperating system: Linux-5.15.0-46-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.3.0\nWorked: version 3.1.2\n\n`ERROR (bke.lib_id): source/blender/blenkernel/intern/lib_id.c:322 id_us_min: ID user decrement error: OBCube (from '[Main]'): 0 <= 0` occurs when calling `.clear()` on a CollectionProperty attached to a ViewLayer. In the attached example, the CollectionProperty is a PropertyGroup containing a PointerProperty to bpy.types.Object.\n\n\n1. register properties and operators with provided script\n2. run `bpy.ops.view_layer.test_add_objects_operator()` to add selected objects to the view layer property\n3. save and close file\n4. open file and register properties and operators\n5. bpy.context.view_layer.test_attribute_list.clear() to get error\n\nstart with provided 'untitled.blend' to just run steps 4 and 5\n{F13493946}\n",
"Keep Alt Key not work in the F-Curve properties\nwin10 64bit, gtx1060\n\nBroken: 2.79a 8928d99270f\nWorked: (optional)\n\nKeep alt key for multiple objects not work in F-curve property ( N panel )\n\nOpen my .blend file, when I select multiple curves and keep alt key to twice the Interpolation or Easing option, it's just worked in one cure,not for all selected, if this is bug, please fix, it very useful for lots curves, else I must one by one to change those, thanks.\n\n\n\n[bug.blend](bug.blend)",
"Update property when adding or removing keyframe\nRemoving keyframe can cause issues in all editors and adding keyframe needs to update VSE.\n\nWhen removing keyframe, RNA update function should be called, since property value may change. This is reproducible with simple 3 keyframe animation, place CFRA on middle keyframe, remove (press Shift + Alt +I on propery in side panel) it and no update will happen.\n\nWhen adding keyframe, sequencer prefetch is not notified about this change. So it works on outdated data until keyframe is added. Simply notifying prefetch is not enough and cache must be cleared too which is currently done from RNA update function.\nSimilar case is speed effect, where it calculates input frame based on animation, which is integrated over time. Array mapping current to input frames is cached and recalculated in RNA update function.",
"Next/Previous Keyframe breaks when \"Show Only Selected\" is disabled\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha, branch: master, hash: `60a9703de8`\nWorked: never, 2.79 also had this problem in a way (but slightly different due to limitations of its dope sheet). 2.83 has the exact same problem described here.\n\nNext/Previous Keyframe ( {key up} and {key down} in the dope sheet) do not jump to the next/previous key **shown**, but to the next/previous key of the **active object**.\n\nIn other words, it sort of works as if \"Show Only Selected\" is always enabled, but then even more strict, only responding to the keys of the active object. This can probably be tracked down to the dope sheet only showing animation data of the active object back in the old ≤2.79 days.\n\n1. Open the attached blend file.\n2. See that the current frame is set to frame 1.\n3. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n4. See the message \"No more keyframes to jump to in this direction\". *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n5. Click on the Cube to make it active + selected.\n6. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n7. See that it jumps to frame 10, which is the next keyframe in the Cube's animation. *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n\n\n\n[next-prev-keyframe-selection-issue.blend](next-prev-keyframe-selection-issue.blend)",
"Multi-User Action keeps moving object after deleting all keyframes until reloading file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nDeleting keys from action with several users doesn't update correctly.\nActions without any keyframes keep changing the object until you revert the file.\n\n1. Add two keyframes to the default cube. (Scale it up and move it to the side)\n2. ALT+D to create a linked copy.\n3. On the linked copy, go to the dopesheet (e.g. action editor)\n4. Delete the keys. Because the action has two users, the keys should be deleted for all users.\n5. Play the animation. You'll see the original copy still moves according to the original keys.\n\n[#88208.blend](T88208.blend)\n\nThank you for taking a look at this! :)\nSeems like a bug to me.\n",
"Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.",
"error in custom view3d.move Keymap Setting\nOperating system: Windows11\nGraphics card: It doesn't matter\n\nBroken: up to 3.5.1\n\n\n\nBecause I often use the 2D features in Blender, and the pan view function in Blender is not very convenient (requires using Shift + MMB), I made the settings as shown in the picture to add a new pan view keymap to Spacebar + LMB. In the normal object mode, I can indeed pan the view by using the new shortcut, but once I switch to any other mode, this shortcut key will be disabled. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Shortcut changes are applied to all keymaps globally instead of individual keymap\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.34\n\nBroken: version: 2.92.0\nWorked: Unknown - I tested as far back as 2.79b\n\nAfter creating a new, custom keymap in Blender, any shortcut changes are applied globally for all keymaps instead of only locally to the new, custom keymap. Therefore, switching between keymaps does not make a difference, since any shortcut changes made to one keymap are applied to the rest of the keymaps globally.\n\n\n1) Launch Blender\n2) Go to Edit > Preferences > Click \"Keymap\" from the list on the left\n3) Click the \"+\" next to the keymap dropdown (default says \"Blender\")\n4) Enter a name and click \"OK\"\n5) Change a shortcut\n6) Switch back to the default \"Blender\" keymap\n7) The shortcut change is applied (copied) to the default keymap plus all other keymaps in the drop down.\n\n**Conclusion:** Creating different keymaps has no purpose since the shortcut changes are copied to all keymaps globally.\n\n**Workaround:** \n\n1) Launch Blender\n2) Go to Edit > Preferences > Click \"Preferences\" in the menu bar and uncheck \"Auto-Save Preferences\"\n3) Click \"Keymap\" from the list on the left\n4) Make all shortcut changes **before** creating a keymap\n5) Add a new keymap and give it a name\n6) Click \"Preferences\" in the menu bar and click \"Revert to Saved Preferences\"\n7) Keymaps should now be different and show their own individual shortcuts when switching back and forth\n\n\n\n - Any further changes to the new keymap will be applied globally. To update your new keymap with further changes:\n\n\n\n8) Update the shortcuts \n9) Delete the custom keymap (or add a new keymap with the same name and skip the next step)\n10) Add a new keymap and give it a name\n11) Click restore above the shortcut updates\n\n\n",
"Adjusting multiple properties at the same time doesn't work for all property types\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.90.1\n\nMost properties in blender can be changed for all selected objects by holding ALT while changing it. However, this doesn't work for all properties. For instance, the 'Rig Type' property in the Rigify add-on doesn't work. We can make it work by right click and selecting 'Copy to selected' but it should be possible with the ALT shortcut for consistency.\n\n**Steps to reproduce**\nWhile in Pose Mode select multiple bones\ngo into Bone Properties -> Rigify Type -> Rig type\ntry to change the Rig Type for all of them by holding ALT",
"Restoring Blender keymaps restores other presets, too\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0\n\nMake any changes to the Industry Compatible shortcuts, then to the Blender shortcuts and restore them to the original and the shortcuts for the Industry Compatible shortcuts are restored, too(see attached video).\n[2021-11-10 11-05-14.mp4](2021-11-10_11-05-14.mp4)\n\n1. Go Preferences>Keymap, so you don't loose your valuable shortcuts disable Auto-Save Preferences in the bottom left menu, and change any shortcut in the Industry Compatible mapping\n2. Change the mapping preset to Blender\n3. Change any shortcut mapping, too\n4. Restore the shortcut mapping of the Blender preset\n5. Go back the the Industry Compatible preset and your changes you made in step 1 are unassigned",
"Keyframing Corner pinning in compositing is inconsistent\nOperating system: windows 10\nGraphics card: Nvidia geforce GTX 1050 Ti\n\nBroken: 3.3.0\n\n\nWhen using the background X symbols to drag and drop corners with corner pinning, only the topmost value of each vector is keyframed\nExample image(wanted to edit a meme):\n\n\n- Open attached file\n- Single Render to Update Compositor\n- Move the Corner Pins\nor\n- Arrange nodes as seen.\n```\n{F13601679}\n```\n- Select the corner pin node\n- Try to keyframe the location of the second image/video, using auto keyframes and the background viewport manipulators.\nOnly the topmost (X) value gets keyframed\n\n[Corner pin.blend](Corner_pin.blend)\n",
"Animated Chain Length of IK Constraint works wrong\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.90.1\nBroken: 2.80\nworked: 2.79b\n\n\n - If insert two or more keyframes with different values with Chain Length in IK Constraint, at armature,\n - Changed value of Chain Length of IK Constraint does not applied on animation.\n - IK Constraint does not work in certain frames at all.\n\n\n\n\nSorry for not short. If you open attacted blender file, you can see reproduced status at last step below.\n\n[reproduce_ik.blend](reproduce_ik.blend)\n\nTo Reproduce:\n\n - delete all object in scene.\n - turn snap on (Shift+Tab)\n - add cube.\n - move cube 5m along z axis.\n - add armature.\n - go to edit mode, with armature selected.\n - set pivot point as 3d cursor.\n - scale bone to 4 times up.\n - subdivide bone, set Number of Cuts as 3. You will get 4 bones.\n - go to pose mode.\n - select bone at top. (Bone.001)\n - add IK Constraint.\n - In IK Constraint setting, set target as cube.\n - In IK Constraint setting, set Chain Length as 3\n - go to object mode\n - set pivot point as Active Element.\n - select cube.\n - move Playhead to frame 1 in TimeLine\n - move cube -2m along x axis.\n - insert keyframe, location. \n - move Playhead to frame 30 in TimeLine\n - move cube 4m along x axis.\n - insert keyframe, location. \n - move Playhead to frame 60 in TimeLine\n - move cube -4m along x axis.\n - insert keyframe, location. \n - In TimeLine, Set Preview range from frame 1 to frame 60 (Ctrl+Alt+P)\n - Change editor type of TimeLine to Dopesheet.\n - Turn on \"Show Hidden\" Option in Header of Dope Sheet.\n - Turn off \"Only Show Selected\" Option in Header of Dope Sheet.\n - select armature\n - go to pose mode\n - select bone on top (Bone.001)\n - move Playhead to frame 1 in TimeLine.\n - insert keyframe with Chain Length in IK Constraint. (press i key with placing mouse cursor on Chain Length)\n\nAt this moment, animation works well. If you play animation, you can see top three bones moving with cube, as normal.\n\n - move Playhead to frame 20 in TimeLine.\n - change value of Chain Length to 2 in IK Constraint.\n - insert keyframe with Chain Length in IK Constraint.\n\nFrom now, only two bone will be moving. and in earlyer frame, none of bone moving. \nExpected: In frame 1 to frame 20, three bone moving, and after frame 20, two bone moving.\n\n - move Playhead to frame 40 in TimeLine.\n - change value of Chain Length to 1 in IK Constraint.\n - insert keyframe with Chain Length in IK Constraint. \n - Play animation (Space) and Observe animation of bones.\n\nfrom now, only one bone will be moving, after frame 30. before frame 30, all bones does not move. \nExpected: In frame 1 to frame 20, three bone moving, In frame 20 to frame 40, two bone moving. In frame 40 to frame 60, one bone moving.\n\nIn Addition, If you delete all keyframes of armature except frame 1 (value of Chain Length is 3), then you can see IK Constraint does not work at all.\n\n",
"Non-keyboard shortcuts allowed to be set via context menu, but cannot be unset without going to user-preferences\nBroken: 2.79 or latest 2.80 (fa59346c13).\n\nAlthough I can easily (and often accidentally) assign non-keyboard shortcuts to menu items, I cannot easily undo it.\n\nFrom the viewport: View > Frame All [RMB] > Change Shortcut.\n\nAlthough the UI says \"Press a Key\", if you mouse click it (e.g., LBM) will register as the new shortcut.\nNow if you try to change the shortcut again it says it is a Non-Keyboard shortcut and cannot be changed.\n\nTooltip: *\"Only keyboard shortcuts can be changed that way (...)\"*",
"Slower frame-change with many objects in the scenes collection\nWhen objects are in the scenes collection (instead of a sub-collection), changing frames using left/right keys is slower.\n\nThere is also a slowdown when animation playback restarts.\n\nThis occurs in 3.5x `ab63fe9eab8fd01d4a763199442987191d105c55` and 3.4x release.\n\nTo reproduce the problem:\n\n- With a new file paste the script inlined at the bottom of the report into a text editor and run it.\n- Press Spacebar in the 3D viewport to play back animation.\n- Note the FPS (~13.1 FPS here).\n\n- Start again, doing the previous steps with `USE_SCENE_COLLECTION = True` in the script.\n- Note the FPS is much lower (~3.46 FPS here).\n\n---\n\n#### Explanation\n\n- This is an issue I ran into when investigating why objects in collections were being re-populated during animation playback in some files, see !104553.\n- The cause of the problem is the scene is tagged by the depsgraph (see: `ANIMPLAY_FLAG_JUMPED`). _(note: the jumped flag is set when changing frame via arrow keys & when the animation restarts)._\n- When `ANIMPLAY_FLAG_JUMPED` is set `scene` is tagged with `ID_RECALC_FRAME_CHANGE`.\n- This causes the scene to be copied (see `blender::deg::deg_update_copy_on_write_datablock`).\n- The `scene->master_collection` is copied (non recursively).\n\n - When `scene->master_collection` contains many objects, copying has a noticeable performance penalty.\n - When it only contains some collections, the problem isn't noticeable.\n\n#### Other Notes\n\n- This is mainly noticeable when loading files pre 2.8x which load objects directly into `scene->master_collection`.\n- This report mentions animation playback speed because it's easily measurable, however many other operations trigger this (left/right arrow keys to change frames, every update when dragging scene number buttons \"Sampling\" (Render or Viewport) for e.g.).\n- In the test script the start and end frames are the same to so the playback is continually restarting to accentuate the problem and match the slowdown from changing frames via arrow keys.\n\n---\n\nThis script adds many objects to the factory settings file, hides them, adds some keyframes to the Light and sets the 3D viewport full-screen, ready for animation playback.\n\n\n```python\nimport bpy\n\nUSE_SCENE_COLLECTION = False\nOBJECT_NUMBER = 20_000\n\ndef objects_create(object_num):\n objects = []\n new = bpy.data.objects.new\n for i in range(object_num):\n objects.append(new(hex(i), None))\n return objects\n\n\ndef objects_collection_link(collection, objects):\n link = collection.objects.link\n for ob in objects:\n link(ob)\n\n\ndef main():\n from bpy import context\n\n bpy.ops.wm.read_homefile(use_factory_startup=True)\n\n if USE_SCENE_COLLECTION:\n collection = context.scene.collection\n else:\n collection = context.collection\n\n # Keyframe the lamps location, this is important as without this\n # the scene is not considered \"animated\".\n ob_lamp = bpy.data.objects[\"Light\"]\n ob_lamp.keyframe_insert(\"location\", frame=1)\n\n # The short frame range shows the problem most,\n # as this tags the scene to be tagged to update on frame-change.\n context.scene.frame_start = 1\n context.scene.frame_end = 1\n \n # Attempt max FPS.\n context.scene.render.fps = 1000\n\n objects = objects_create(OBJECT_NUMBER)\n objects_collection_link(collection, objects)\n \n # Hide everything, except the lamp.\n bpy.ops.object.select_all(action='SELECT')\n window = bpy.data.window_managers[0].windows[0]\n area = next(area for area in window.screen.areas if area.type == 'VIEW_3D')\n \n # Hide needs an 3D viewport (but select doesn't, hrm..).\n with context.temp_override(window=window, area=area):\n bpy.ops.object.hide_view_set(unselected=False)\n ob_lamp.hide_set(False)\n \n # Fullscreen 3D view (rule out slowdown from drawing other areas).\n with context.temp_override(window=window, area=area):\n bpy.ops.screen.screen_full_area()\n \n\nif __name__ == \"__main__\":\n main()\n```\n\n"
] | [
"Inserting new keyframe deletes previous ones\nOperating system: Lubuntu (Linux)\nGraphics card: GTI 1050i\n\nBroken:\nblender-2.80-8a51af7d1c98-linux-glibc224-x86_64\n\n\n\nAddding a new keyframe sets back the other keyframed values to previous (see below)\n\n\nFirst I insert (in the \"N\"-panel) a keyframe for rotation, one for location and one for scale. Second I move further on in the timeline (dopesheet) and change some or all of these values and want to insert new keyframes for all the changed values. If I now add a keyframe for the first changed value (e.g. rotation) it automatically sets the other values back to the first keyframe values. Any fix planed on this?"
] |
VSE: importing multiple movie clips with a lower framerate than the project causes the audio to be placed alternating above and below movie strips.
Operating system: Windows 8.1
Broken: 2.8, 2019-05-23
Worked: (optional)
When importing movie strips (that have audio and video components) that are of a lower framerate than the current project framerate, Blender doesnt know what to do with the audio track positions, it alternates between putting them above and below the strips.

The previous behavior was to place both rows of audio strips above the video in alternating rows.
Ideally, it should now place all audio strips on alternating rows below the video strips.
Set the project framerate to something higher than some videos you have (say 30fps with 29.97fps videos)
Import multiple videos using the add movie option | [
"VSE: Frame Rate Base Rounding Leads To Vid / Audio Strips Out Of Sync by 1 Frame\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: since 3.0 until now in 3.6.1 hash 8bda729ef4dc\nWorked: 2.93.18\n\nIt looks like the same bug #21138 is reappearing in the 3.x series and since the bug report is 14 years old, I created a new one.\nOld bug report: 21138\n\nMy description:\nI have a lot of projects with 29.97fps (30000/1001) and those work correctly with Blender 2.9x but since Blender 3.0 all video clips are 1 frame shorter and my projects are a mess, because the frames in all clips are also shifted 1 frame !!\nIf I set the base to 1.0009 instead of 1.001 its all fine in the Timeline, but if I set 29.97 from the drop-down menu, all clips are 1 frame shorter and shifted.\nI have this also tested with videos without any audio and that makes no difference.\nThe audio length btw is alway correct.\nI also noticed that the trick with 1.0009 is not good, because this value is then transferred to the exported video and thats wrong!\n\nI think the problems in the following posts also have the same cause?\n[audio-is-1-frame-off](https://blender.stackexchange.com/questions/51650/audio-is-1-frame-off)\n[blender-3-0-vse-audio-and-video-out-of-sync-bug](https://blender.stackexchange.com/questions/250718/blender-3-0-vse-audio-and-video-out-of-sync-bug)\n\n",
"Changing \"Disable in Viewports\" of a viewlayer-disabled collection would affect animation playback speed\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.6.1\n\nDisabled objects are affecting animation playback when the armature is placed in a collection.\n\n\n- Download and open \"Buggy_easier.blend\"\n- Play animation, it goes smoothly.\n- Click the \"Disable in Viewports\" button (the little screen button) for \"Collection\" which is disabled in view layer.\n - Animation plays much slower due to evaluation happening in that collection.\n - If instead, you click the little screen button for \"Collection For Extra Cubes (DISABLED)\" (which is also disabled in view layer), playback proceeds normally.\n\n------------\n\nOriginal description:\n\nI have attached two blend files. \n\nNot_Buggy_Blend\nThe objects are parented to the armature. The armature is placed directly in view layer (without any collections).\nAll Cubes use \"auto smooth\" and contain 20k+ polygons.\nThe first Cube is enabled.\nThe other cubes are disabled. These cubes are also shrinked wrapped to the first cube. \nMy animation playback is 60 fps.\n\nBuggy_Blend\nSame setup as in Not_Buggy_Blend. The only difference is that the armature is now placed in a collection, and the disabled cubes are also placed in a collection.\nPlayback is poor.\nMy animation playback is 15 fps.\n\n",
"Scene Proxies in the Video Sequence Editor\nWindows 7 Ultimate, 64-bit, 32GB, 5960x, Nvidia Quadro FX 1800 (Primary) & GeForce 9800 GTX+ (Secondary)\n\nBroken: (2.79a) Official builds\nWorked: (2.79) Official builds\n\n\nTo cut a long story short @ideasman42 disabled Scene proxies in the Video Sequence Editor because:\n\n> In #54048#485268, @ideasman42 wrote:\n> Looked into this and for now **building proxies doesn't support anything besides movie, so disabling support for this.**\n> \n> 6535f668b4\n\n\n*This shocked me, have I been using Blender wrong?* Because I've been happily doing this for months.\n\nI don't quite understand the rationale behind the removal of is.\n\nThe main problem for me is that I have projects (made in 2.79 and earlier) that rely on scene proxies and when opening them up in 2.79a viewing or creating them doesn't work.\n\nNow there *are* issues with Scene Proxies most notably the aforementioned (#54048) one and it can be really bad:\n\n[0001-2565.mkv](0001-2565.mkv)\nand\n**Other proxy issues**\n - Skipping frames whilst rendering.\n - Properties side panel scrolls up after changing proxy location in the File Explorer.\n - Overwrite don't have the same behaviour as Overwrite does in the render setting (in the properties editor)\n - and [inconsistent functionality ](F2418236).\n\nBut I've always treated this as an incomplete feature, (same way I treat NetRender, it's somewhat stable but is inconsistent. e.g. blender/blender-addons#52502) throwing in a bug report due to just crashing (#53792) and have been fine.\n\nBut now with the update, the [Proxy/Timecode Panel ](proxy.html) is still there and does nothing. and as I said in my query to @ideasman42's decision to disable this:\n\n> In #54048#485618, @ChristopherAnderssarian wrote:\n> So, @ideasman42 does this invalidate my bug report? #53792\n> Also, is it a good idea to disable this considering the Proxy/Timecode Panel option still there (or are you still working on this)?\n> \n> With no information or feedback in the Blender Manual or when trying to create proxies (nothing happens), `you are going to get users confused on a essential feature that worked` (works fine in cycles for me (not the file names the crashing)) in 2.79 `and now doesn't with no apparent reason why. `\n\n___\n\n> In 6535f668b4, @ideasman42 wrote:\n>>...generating proxies currently only works for movies...\n\n*No... they don't. They worked for Scenes before. (and they work for images for that matter)*\n>>...cancel until other types of sequence strips are supported...\n\n*What do you mean by this? That it's officially 'supported', documented?* \n___\n\nNow that I've been trying to research around a bit, is this an incomplete feature or has it slowly gotten broken in time?\nThere's #43857 which uses a scene proxy. So there must be other uses who uses this right? Or was this just an example?\nI would love to use this with Eevee; having the proxies rendered in no time and my GPU not getting taxed.\n___\n\nWhat I think to be good next steps:\n\n - Having the functionality back as it was before.\n - An open task to deal with the *Other proxy issues.*\n___\n\nZipped folder with a working Blender file and proxy:\nTested in Ubuntu VM both 2.79 and 2.79a with reproducible behaviour.^\nTested on a separate laptop with both 2.79 and 2.79a with reproducible behaviour.^\n(Note: In my Ubuntu VM I had to toggle Textured Solid button in the Scene Preview/Render Panel to get the proxy showing in 2.79.)\n(^ Reproducible behaviour being: fully working in 2.79 and not working at all in 2.79a)\n[Blender_VSE_Testing_Scene_Proxy.zip](Blender_VSE_Testing_Scene_Proxy.zip)\n\n\nI'm sure this was just a misunderstanding.\nYours,\nA passionate Blender user",
"VSE placement of some elements is off by 1 px\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.0.0 Alpha\n\n[blender vse placement bug.blend](blender_vse_placement_bug.blend)\n\nplace some elements smaller than the video canvas in vse by pixel and there will be errors. probably because the elements are smaller than full size.\n\nattached file:\nvse canvas size: 1000x1000px\nadded 500x500px image and placed it on -250;250\nduplicated the image to have 4 of them and tried to fill the whole canvas with the images by pixel perfect placement.\non my machine there are gaps appearing between the elements on the bottom right one, maybe there are different gaps on different machines, I had different gaps than these before.\neven setting it to 249 on one axis does not solve this but introduces unwanted gaps at the bottom. and it seems there are gaps between the bottom left image and the canvas bottom too.\n\nmy idea for a solution would be to start placing elements from to top left or bottom left and not from the center as the 0 in the center makes it weird and unintuitive, a 0 on x and y in a corner makes this a bit easier. That would lead to the need of anchor points on elements I think, elements should have an anchor on a corner (top left or the same as the canvas zero point as default) to make placing them also easier, switching corner for the anchor point could be an option as well as setting a value for the anchor point could be an option. rotation could also have the option to switch between center and anchor point rotation, same for scaling.\nAND anchor points would make it probably easier to implement object snapping, that would be really useful but has nothing to do with this bug report :)\n\n",
"VSE: Select more/less functionality breaks on certain conditions\nOperating system: Linux Mint 20\nGraphics card: NVIDIA G92 [GeForce 9800 GT]\n\nBroken: 2.93.1 / 2.92.0\nWorked: Unsure\n\nThe functions sequencer.select_more and sequencer.select_less get stuck when the newly selected strip reaches an edge, or when number of selected strips becomes zero.\n\n[blender-bug__select-more-less.mp4](blender-bug__select-more-less.mp4)\n\nThe attached video shows the functions [select_more]/[select_less] will break when the following conditions are met:\n```\n a) Any strip chain selection reaches the edge of the row of strips with [select_more]\n i) either when it starts from an edge and reaches the other edge\n ii) or when it starts in the middle and expands from both sides, the side of whichever edge is met will get stuck\n b) Any strip selection becomes empty with [select_less], i.e. the selection won't grow again with [select_more]\n```\n\n\n\nI think it's unlikely this is intended behaviour?\n\nSorry I didn't get visual keypresses set up for the video, but I'm just using CTL- [x] and CTL- [x] on num pad as per default. \n\nDavid",
"splitting an nla track prevents adding new keyframes outside of the clips bounds in tweak mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\nWorked: unsure\n\nsplitting an nla track prevents adding new keyframes outside of the clips bounds in tweak mode\n\nadd armature\nanimate\npush down\nsplit clip\ntweak clip\nmove playhead beyond clips bounds\nattempt to add keyframe\n\nvideo attached.\n\nThanks.\n\n",
"Color > Multiply doesn't multiply alpha channels\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) 3.6.2\n\nThe Color > Multiply section in a video sequencer strip no longer multiplies the alpha channel when that feature is pretty important for creating outlines using the glow effect. Perhaps adding an option whether to multiply alpha or not would be beneficial?\n\nStart up blender 4.0.0\nSwitch to Video Editing workspace\nAdd a white color strip with 0.1 opacity\nAdjust the Color > Multiply value and notice how it doesn't affect alpha anymore\n\n",
"Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!",
"With FPS change, VSE does not change clip start frame\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nAlso problem in 2.92, 3.3.2, 3.5 alpha\n\nWith a FPS change, VSE changes the duration of an audio clip but not the start frame and the clips become misaligned.\n\nBest seen with two clips starting at different frames. See images. In my example the audio clips are mono at 11025 Hz. (Seems video clips act the same way.)\n\n{[F14133157](24.png),size=full}\n{[F14133163](6.png),size=full}\n\nI know there are several somewhat related reports re: VSE and FPS. Hope not a duplicate.\n\nThanks!!! (for all the great work!)\n\n",
"Glitches on Video Sequence timeline\nOperating system: Linux 5.9.11\nGraphics card: Intel Haswell\n\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nShowing glitches on video sequence timeline when area of Video Sequencer resizing\n\nSteps shown on video\n\n[2020-12-02_15-19-26.mov](2020-12-02_15-19-26.mov)",
"Overlapping Smoke Volume Cycles render bug\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: \nversion: 2.91.0\nversion: 2.92.0 Alpha\nWorked: \n\n\n\nI have simulated smoke volume, flipped the volume, then linked duplicated and placed volumes overlapping each other.\n[wf.blend](wf.blend)\n\n",
"Audio sync issue with speed control and pitch in VSE\nOperating system: Linux-5.7.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.92.0 Alpha\n(The bug also occurs in 2.90 from Debian Bullseye)\n\nThere is a sync issue when using the speed control effect on a video clip as well as the pitch setting in an audio clip in the video sequencer. If you configure the speed control and the audio pitch to be anything but 1 and then start playing the video in the VSE from anywhere but the beginning, the audio will not be in sync at all with the video.\n\n- Add a movie clip.\n- Add speed control to the video part.\n- Configure the speed control as follows:\n - Uncheck \"Stretch to input strip length\".\n - Check \"Use as speed\".\n - Set speed factor to 3.\n - Set multiply speed to 1.\n- Configure the audio that was added as part of your movie clip as follows:\n - Change pitch to 3.\n- Start playing the movie from anywhere but the beginning.\n- The audio is now way out of sync with the video.\n\nYou can download an example project that reproduces the problem here:\n[test-blender-speed-control.zip](test-blender-speed-control.zip)\n\n\n",
"Eevee volume ghosting on animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 13)\nWorked: not known VDB imports only in 2.83\n\nPlay back of imported VDB in eevee creates ghosting \n\nImport VDB\n>scale to 0.01 \n>edit frame range to match sequence ie 240 \n> add Sun \n> edit Volume Shadows \n> Edit Blackbody emission to 10 show fire from temperature \n>play sequence \n\n\n\n\n\n\n\n",
"Approach Faster Animation Playback\nThe Faster Animation Playback second milestone consist out of non-functional requirements. This document will describe the steps we want to follow to execute that milestone.\n\n## Goal\n\nThe goal of the second milestone of #68908 (Faster Animation Playback) is to increase the playback performance when using Blender as an animator by optimizing the current weaknesses. As viewport rendering and viewport playback are very tight related most changes will impact both of them and all changes should be tested to both use cases.\n\n## Approach\n\n### Phase 0: Preparation\n\n* Select several production scenes that will be used as benchmark (@Hjalti)\n** Scenes from different productions with different rigs and different sizes.\n* Modify blender to profile what is happening during animation playback. (@Jeroen-Bakker \n**Depedency Graph: Depedency Graph has a detailed profiler. Just need to check if it is sufficient.** Draw Manager: Draw manager already has a detailed profiler. We might want to add small changes (for example separate mesh_extraction from preparation) \n** Other: We should keep track of the rest of the time (not inside the Dependency graph/Draw manager) to detect balance shifts in performance\n* Create an automated test that records the timings in a database so we could compare the results and make decisions (@Jeroen-Bakker)\n* Document the hardware/OS's for the benchmark that will be used\n* Perform a base benchmark\n\n### Phase 1..n: Performance Cycle\nWhen doing performance test you do a single change at a time and monitor what that change does to the whole system. To make a change we suggest the next approach\n* Find the current weakest area\n* Do one or more prototypes to solve the weakest link\n* Select the solution.\n* Create design (mention the other solutions as alternatives) and implement the solution.\n* User test the chosen solution. (@Hjalti) \n* Codereview and merge to master.\n\nOnly after we complete a full cycle we can start with the next cycle. We continue this until we reached a workable performance or the year has ended.\n\n\n## Concerns\n\nThis approach tends to be too narrow focused when looking for solutions. When looking for solutions we should keep in mind to look at the whole picture and not limit the solution to the area in focus.\n\n## Known areas of improvement\n\nThis section contains a collection of known issues that we might want to tackle during the project\n\n* DrawManager mesh extraction uses a task pool per mesh. When two meshes needs to be updated for a frame it happens in serial.\n* Blender's task pool has been setup originally for long running background processes. It is currently used for tasks of all sizes.\n* Better select the frame ranges that needs to be updated for motion curves.\n* VSE/Graph editor dependencies. (ref play in active area)\n\n",
"Inconsistency: Vector math node flips large list of options/operations.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\n\nWhen direction of opening changes, direction/order of list changes too.\n\n[2022-04-12_09-48-55.mp4](2022-04-12_09-48-55.mp4)\nIt is fun, it was the same in 2.79. But there was very short list with 1 column And it wasn`t so annoying. \nNow, with 2 columns the order should be fixed same way as in Math node.\nBecause user remember the relative position of option too. Not just «how far from start»\nAlso the same flipping exists for other lists, like Transfer Attributes node. But as I said, for one short column it is not the issue at all\n"
] | [
"Sequencer: Only the first dragged and dropped movie strip will have audio below - the following will not.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 24.20.100.6137\n\n\nBroken: version: 2.80 (sub 74)\n\n\nIn 2.80 the positions of video and audio where swapped, so video would be on top and audio below, however when dragging and dropping a strip the first strip is inserted with video on top and audio below, but the following dragged and dropped strips, the video and audio will be swapped as shown in this gif:\n\n\nThe bug is that there is not consistency in what order the video and the audio is added.\n"
] |
Image Texture node inside a node groupe doesn't work as intended (Image Sequence)
Operating system: Windows 10 Pro build 19044.1826
Graphics card: NVIDIA Geforce RTX 3060 Ti
Broken: Blender 3.2.0+
Worked: Blender 3.1.2
*Image sequence* loaded in an *Image Texture* node doesn't animate when in a node group
1. Open Blender.
2. Switch to Shader Tab.
3. Use current material and add an *Image Texture* node and plug it in the BSDF node.
4. Load an *Image Sequence* and set its corresponding number of frames. Enable Auto-Refresh.
5. Press spacebar to animate. It animates correctly.
6. Select the *Image Texture* node and CTRL+G to create a *node group*.
7. The image sequence doesn't animate.
[ImageTextureNodeIssue.webm](ImageTextureNodeIssue.webm) | [
"Alpha doesn't work as a mask \nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.0\n\nI use an alpha channel as a mask for mix node. If I put an alpha channel from the same node where I take a color channel I get a strange result but if I grab a mask from an alpha channel a copy of the same texture node I get the proper result. \n\n\n\n\n[bug_11.blend](bug_11.blend)\n\n",
"Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Inconsistent Limitations of Instances in Geometry Nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIt's not clear what operations can or can't be done to an instance, eg. Extrude and Scale Element, Dual Mesh, Triangulate etc all work fine but Set Position doesn't. \n\nSorry for the complex file but I wanted to leave in all the nodes I'd been through before realising that I was working an Instance still.\nThe Set Position node was the first one in that line that gave me any indication that I was still on an instance.\n\n[12 Marching Squares.blend](12_Marching_Squares.blend)\n",
"Saving single image of image sequence: image.save_render(): Could not acquire buffer from image. \nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Radeon RX 590 Series (POLARIS10, DRM 3.42.0, 5.15.5-76051505-generic, LLVM 12.0.0) AMD 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.1.0 Alpha\n\nWhen trying to call the .save_render() function via the PythonAPI on an image datablock that holds an image sequence Blender throws the \"Could not acquire buffer from image. \" error.\n\n1. Load any image sequence in image editor. \n2. Call bpy,data.images- [ ].save_render()\n\nI appended a zip with an already prepared blend file and image sequence. You can use that for convenience. [bug_report_bundle.zip](bug_report_bundle.zip)\n\n",
"Image syncing between Editors via active image canvas \nThis is related to [D16811](D16811) and similar improvements.\n\n## Issue\n\nThe purpose of this design is to avoid unintended syncing of images between the image editor, 3D viewport and shader editor.\nThe syncing is currently tied to the last active image texture node in the material. But since this is triggered with selection it leads to many accidents.\nThis has lead users to avoid using the syncing all together by pinning images and not using the \"Material\" texture selection in the 3D viewport.\n\n## Solution\n\nThe goal is to make the syncing an explicit action by\n- Using the active texture paint slot/canvas, instead of the last active image texture node\n- Indicating the active image canvas on any image texture node that uses it with an icon (Eye icon for example)\n- Changing the active image canvas in the node editor via an explicit action (Clicking the icon)\n- For faster use, add a shortcut (like double clicking on an image texture node) to make the image canvas active\n- For reference, add a context menu entry with the used shortcut\n\n\n\nThis also affects other areas where currently the active image texture node is being used:\n\n- General Image editor display\n- 3D viewport solid shading with color set to Texture\n- Baking target texture\n- UV editing image aspect ratio\n\nThis wouldn't contradict current cases of icons in the top-right corner.\n\n",
"Node groups' new method doesn't throw errors at inputs and outputs collections\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 3.1.0 Alpha\n\n\nNode groups' new method doesn't throw errors at inputs and outputs collections\n\n1. Create a geometry nodes modifier, get node group:\n\n```\nnodes = C.object.modifiers[0].node_group\n```\n\n2. Add new input or output by command \n\n```\nnodes.outputs.new(\"RGBA\",'new')\n```\n3. Note that there are no errors, but a new socket hasn't been created. \n\n\n\n",
"Blender becomes unstable/crashes after using \"Reload Scripts\" if using any \"ShaderNodeCustomGroup\" nodes.\nOperating system: Windows 10\nGraphics card: NVIDIA\n\nBroken: 2.81\n\nIf you manipulate a \"ShaderNodeCustomGroup\" node after having used the \"Reload Scripts\" operator (F8) Blender will become unstable.\n\nAttached is a small addon that implements a minimal custom node group.\n1. Enable the addon and switch to the shader editor.\n2. Create the custom node (Add->Test Category->TestNodeCustomGroup)\n3. Trigger 'Reload Scripts' (F8 key).\n4. Adjust the color input of the custom node.\n5. Repeat steps 3/4 until you crash (usually crashes on first or second try for me)\n[node_custom_test.py](node_custom_test.py)",
"Copy and Pasted framed nodes jitter around when grab and drag\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0\nWorked: N/A\n\n\nWhen copy pasting framed nodes with Ctrl + C then Ctrl + V, then G to move by mouse, many nodes appeared to be jittering for unknown reasons.\n\nThis behaviour doesn't exist when G to move existing framed nodes or when duplicating via Ctrl + D.\n\n(the video compared the behaviour \"ctrl + c / ctrl + v / g to drag\" with \"ctrl + d drag\")\n\n[blender_1n2MKEk5wo.mp4](blender_1n2MKEk5wo.mp4)\n\nThis is important because I have a reasonable doubt that copy pasting framed nodes from 1 node graph to another will sometimes erroneously create invalid socket link due to this jitter. This larger problem is very difficult to reproduce, BUT here is a case where I believe such behaviour result in a \"2 link in 1 socket\" invalid setup (when grab them over other frame nodes).\n\n\n\n- Download the blend,\n- Use Select Box to select the Frame and all nodes inside,\n- use {key Ctrl C} then {key Ctrl V} to duplicate framed nodes in GN view,\n- {key G} to move nodes to see the then swimming.\nTry varying the Zoom if the problem is not noticed.\n\nNOTE: The problem is more noticeable by setting the `Noodle Curving` in Theme to 0\n\n[frame-group-jitter.blend](frame-group-jitter.blend)\n",
"Alpha Blend material has inconsistent behavior with Geometry nodes\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nAlpha Blend material renders differently on the object, which is referenced inside Geometry Nodes tree of another object, despite this another object is already hidden and has muted GN modifier.\n\nIn attached file:\n* Remove/Select *Shell* object inside GN tree of object *Mesh*\n* Activate/Deactivate *Viewport Disable* for *Collection* or object *Mesh*\nIn both cases material becomes transparent or not\n\n",
"Node Group Sliders Slow Performance using Packed Textures\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.6, also tested in the 2.91 daily build, and 2.90.1. Same performance.\n\nUsing custom nodes groups sliders with packed textures make them very slow using Cycles, on EEVEE it seems working fine. \nIf i unpack the textures the sliders acts normally.\nI also notice every time i use any slider in the top left corner shows \"Updating images\" and the freeze occurs. \nI also discover if i change the values of all the sliders that are using the packed textures it comes back to normality and the lag disapears.\nIm not a tech but it seems it has something to do with loading the textures.\nSize and image formts seems that are not the problem i tried changing them.\n{[F9090399](Packed_textures_performance.gif), size=full}\n\n- Append node group with textures unpacked.\n- Sliders working good and fast with textures unpacked.\n- Pack the textures.\n- Sliders and load times freezing.\n- Unpack the textures again.\n- Sliders come back to normality.\nor\n- Open attached .blend file\n- Play with the custom node sliders\n- Unpack the textures again.\n- Sliders come back to normality.\n\n[Packed _Performance_new.blend](Packed__Performance_new.blend)\n\n",
"'Reset to Default Value' sets any property on a node to 0\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn shader editor gamma default is 1 when I do the hover over setting and press backspace to reset the default it goes to 0.0\nSame with hue/saturation/value.. and probably more.\nThe one with hue is pretty annoying as it has specific default settings .\nSame deal with groups - I set the defaults, it doesn't default .. goes to 0\n\n- in any node editor hover over any setting and press backspace to reset to default value.\nIt defaults to 0 instead of 1 or whatever it's default was in shader editor..\n\n",
"Animation (e.g. driver) jumps to another socket, when i move input socket in the node group.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.0\n\nOpen file, try to move Scale input socket upper. Driver will jump to Scale socket\n[driver jumps.blend](driver_jumps.blend)\n\n[2022-09-24_22-56-08.mp4](2022-09-24_22-56-08.mp4)\n",
"Clarify texture node inputs and outputs\nOften, shader texture nodes take a vector as input, but only use one channel from the vector. Or they output a color where the value is the same on every channel. In these cases we could rely on implicit conversions instead, and update the nodes to have inputs and outputs that are more aligned to what they actually do.",
"Set Material Node does not reuse existing empty slot\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\n\n\nIf I set material with Set material node, it will not appear after remesh modifier.\nNo matter if i set material to initial instance or to final geometry after Realize node.\nHere the file for tests and demo\n[remesh after GN.blend](remesh_after_GN.blend)\n\n\n\n[2021-11-29_01-09-32.mp4](2021-11-29_01-09-32.mp4)\n\n[2021-11-29_01-13-43.mp4](2021-11-29_01-13-43.mp4)\n\n",
"Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)"
] | [
"Regression: Video in node group doesn't play\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.3.0 Alpha\nWorked: 3.1.2\n\nCaused by f517b3a295\n\nimage texture videos don't play while in a node group\n\n- add a mesh (plane)\n- add new material\n- add image texture node and plug into surface output\n- choose a video file\n- put it into a node group\nIt should stop playing at this point.\nIf there is another image texture using the same video OUTSIDE the group at the same time, the video from the group still works. It will break as soon as the outside image texture is deleted.\n\n\n"
] |
Not updated children's hair if you use the tool move
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Broken: version: 2.80 (sub 74)
[record_2019-07-13-1027-57.mp4](record_2019-07-13-1027-57.mp4)
[update_hair_bug.blend](update_hair_bug.blend)
| [
"Cycles: modifying properties through the Python console does not trigger updates.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\n\nLoad a scene with a 16k hdri\nwith viewport rendering happening, try and rotate the hdri environment using a mapping node:\n\n\nnow change the world surface setting sampling method to manual, and the map resolution to 1024\n\nmessage will appear:\n\n\nnow rotate the hdri again. It'll be much more responsive.\n\nnow in the python console enter:\nbpy.data.scenes['Scene'].world.cycles.sample_map_resolution = 15360\n\nNotice the message 'updating lights' didn't appear in the viewport.\n\n rotate again, it's still responsive because cycles is still using the 1024 manually entered.\n\nNow restart the viewport render by clicking on solid viewport mode and back to rendered viewport mode\n\nRotate again. Still responsive. Even though the viewport has been restarted, cycles is still using the last manually entered value of 1024.\n\n-------\n\nNOTE: no updates seem to be triggered for the properties. The only update triggered seem to be for the console's current line which is modified after executing the entered line.\n",
"Interpolated hair curves clipping into meshes with subdivision modifiers unapplied\nOperating system: Windows 10\nGraphics card: RTX 2080 Super Max-Q\n\nBroken: 3.51\nWorked: N/A\n\nInterpolated hair curves clip into meshes with unapplied subdivision modifiers. Will stop clipping once subdivision is applied.\n\n1. Create a mesh (i.e. suzanne) and add a subdivision modifier with any amount of subdivision. \n2. Add 'fur' hair curves and do a basic groom\n3. Notice (hopefully) that there a bald spots. No amount of extra guide curves will remove these bald spots\n4. Applying the subdivision modifier should remove these bald spots.\n\n",
"Hair Dynamics: Reduced animation frame count leads to loss of Hair Particles on Collection visibility updates\nOperating system: Windows 10 Home 64\nProcessor: AMD Ryzen 5 4600H with Radeon Graphics, 3.00 GHz\nRAM: 16.0 GB (15.4 GB usable)\nGraphics card: NVIDIA GeForce GTX 1650 Ti\n\n\nBroken: 3.4.1, 3.3.5\nWorked: 3.3.x (before 3.3.5)\n\n\nWhen applying Hair Dynamics with a reduced simulation frame count, the Hair Particles \"disappear\" on updating the visibility of any Collection in the Outliner after successfully baking.\n\n\nBased on the file hairbaketest_72frames_notOK.blend (attached).\n\n* Add hair to default cube\n* Enable hair dynamics\n* Set cache end frame to 10\n* Bake\n* Hide and unhide collection\n\n**Expected Behaviour**\nThe Hair Particles are still visible, the simulation can be played. After closing and re-opening the file, the current saved frame will show the Hair Particles at that frame as in the bake. \n\n\n**Actual Behaviour**\nThe Hair Particles are \"gone\", not visible anymore. After closing and re-opening no Hair Particles are shown. \n\n\n**Additional Information**\nThe file hairbaketest_250frames_OK.blend (attached) shows the successful workflow, it saved the baked state successfully and I could toggle the visibility of Collections in the Outliner without any effect on the Hair Particles. The workflow described in the steps is as it worked for me for a long time. I tried to break down the issue and the reduced frame count seems to make the difference for all I can tell.\n\n\n**Windows Update**\n* Last time I used Hair Dynamics workflow successfully: 3/5/2023 (March 5th) with Blender v3.3.x\n* First time I wanted to use it again but the bug occured: 3/25/2023 (March 25th) with Blender v3.3.5\n\nBetween these dates a Windows Update was made. See attached Screenshot of my Windows Update history. The reason I think it's worth mentioning, is that I did a lot of testing and as I have to use Hair Dynamics for a project and it's not possible, I tried and installed older versions of Blender that definitely worked without any issues (back to 2.93) but even the older versions now have this behavior when I try to make new files with Hair Dynamics.",
"bake hair dynamics issues\nOperating system: wind 10\nGraphics card: gtx 1070\n\nBroken: blender-2.80-79f67acccb36-win64\nWorked: idk\n\nunable to bake hair dynamics. i click the button but nothing happens. in particle edit mode particle hair still looks as if it was not simulated.\n\n",
"Video Editor Scene Strips and scene camera binds are out of sync (most of the time)\nBroken: blender-2.80.0-git.03bd024c077d-windows64\n\nThis is a re-do of another other bug report I filed earlier this month (#63304), now that I understand it a lot better I'm filing it again with a more accurate description and demo file.\n\nIn the video editor, if you one or many scene strips, on updating the frame the camera bind that the playhead falls under will most likely not be applied until the following frame.\nSo, when you place the playhead in a region that uses a different camera bind, it usually does not update unless you update once more in that same region.\nThis is also the case in rendering animations using the video editor.\n\nI've created a demo file that perfectly illustrates this problem below.\nThis bug urgently needs fixing.\n\n**Exact steps for others to reproduce the error**[sequence camera bind bug.blend](sequence_camera_bind_bug.blend)\nInstructions for demo:\n\nIf the playhead is in the BOX region, it should show a box, if it is in the SPHERE region, it should show a sphere. I estimate about 80-90% of the time it doesn't update correctly. Why there is an element of chance I cannot work out.\n\nTry moving the playhead around between markers (which indicate a camera bind in the strip's scene) and notice how the bind almost always fails to apply.\n\nNow try jumping from region to region and notice how the camera bind is almost always 1 step behind, so it is never applied, place the playhead within the current region and it updates without fail.",
"Wrong particle tool properties displayed when using Select or Cursor tools\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 640 Intel Inc. 4.1 INTEL-12.4.7\n\nBroken: version: 2.80 (sub 50)\n\nIn Particle Edit mode, when using the Cursor or Select tools, you can still see particle tool properties for the brushes.\n\n\nOpen this blend file:\n[particle_toolprops_bug.blend](particle_toolprops_bug.blend)\n\nIf you select the Comb tool, you just see the Comb tool properties;\n\n\nBut, if you select the Box Select or Cursor tool, the comb tool properties aren't cleared, and you see settings for both at the same time.\n",
"Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)",
"Removing Effectors (from a Collection, or deleting corresponding object) does not refresh physics, hair properly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.8\n\n**Desription**\nHairs do not react to force deleting.\n\n**To reproduce**\nOpen file, delete force field object.\nHair system will keep it`s deformed shape, despite force do not exist anymore.\n\n[2020-11-08_22-34-26.mp4](2020-11-08_22-34-26.mp4)\n[late responce.blend](late_responce.blend)\n\n- in `build_effector_relations` the relation is properly **not** built anymore, but there is no way to detect if this actually changed compared to the previous state. \nAnd since nothing else changed in participating objects (e.g. it doesnt even refresh if you have two forcefields and remove one of them), no \"proper\" update happens.",
"Spreadsheet does not count changes by GPU Subdivision\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a (never worked as far as I can see)\n\nSpreadsheet does not count changes by GPU Subdivision.\n\nSee very similar issue with viewport stats: #98339\n\n\n- Add Subdivision Surface modifier. Make sure that GPU Subdivision is enabled\n- See spreadsheet does not count changes by the modifier\n\n[SpreadsheetGPUSubdiv.mp4](SpreadsheetGPUSubdiv.mp4)\n",
"Hair particles: 'Use modifier Stack' option removes all hair if particles have been added or removed in particle editmode\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 4)\n\nUse modifier stack checkbox deletes all the hair particles if they were created with the add hair brush and combed (not necessary), even if there are no modifiers before the particle system. This also happens if particles have been deleted (X) in particle editmode.\nAnd there is no way to get those hairs back. It can really destroy all your work on grooming.\nBy the way, that check box becomes inactive in 2.79 after grooming, but it's active for some reason.\n\nCreate a hair particle system.\nGo into particle edit mode.\nDelete all the hairs (by the way, you won't be able to do that until you comb it, may be a second bug).\nAdd some hairs via add hair brush (you can add hair without deleting on the previous step, the bug will occur anyway).\nGo back to object mode.\nCheck the use modifier stack checkbox.\nAll the hairs disappear!\n\nThe attached file has all that done except the very last step.\n\n[hair_use_modifier_stack_bug.blend](hair_use_modifier_stack_bug.blend)",
"Hair particles rendered as an object do not follow parent object when the parent object is falling under gravity as a rigid body when animating\nOperating system: Microsoft Windows 10 Home, Version 10.0.18362 Build 18362\nGraphics card: GeForce GTX 1080\n\nversion: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4caf4, type: Release\nbuild date: 2020-03-12, 15:41:08\nplatform: Windows\n\nI have an issue where i have a cube mesh, I create hair particles, and set the hair to render as an object, say a cylinder. I then enable rigid body physics for the cube. I also have a passive plane below the cube. When I run an animation, the cube falls as if under gravity and stops at the plane, but the cylinder particles remain in their original position?\n\nIf I add soft body physics to the cube and order the soft body physics before the particle settings, then the cylinders fall, but lag behind the cube. The cube falls through the plane below, but the cylinders are stopped by the plane?\n\nWith soft body added (to top of stack). Particles do fall but have a lower acceleration rate, and the cube no longer detects the floor and passes through the plane?!\n\nThanks!!\n\nSee attached blend file [StackExchangeParticleProblem-001.blend](StackExchangeParticleProblem-001.blend)",
"Regression: Image Editor Texture Draw Stops Updating\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0 (probably introduced by {f663a1dc09}?)\nWorked: 3.0\n\nthis was actually exposed with 507a4deef1 (but we have seen before that that commit is not the real cause for a couple of issues -- @lichtwerk)\n\nImage on Image Editor -> Paint does not update when being drawn on at certain close view levels until the viewport is moved \n\nLoad default scene\nSwitch to Texture Paint tab\nCreate new image\nZoom in 7 or 8 times (for reference I am using a scroll wheel that has steps)\nDraw on the image\nIt will sometimes update fine, sometimes stop updating when it passes over a what looks like a UV boundry, that extends off the screen\n\nSee gif where I added a material to it\nSorry if this has already been reported, haven't been able to find a public bug tracker\n[image_paint_bug.blend](image_paint_bug.blend)\n\nThis is the file I (-- @lichtwerk) used on linux to bisect/reproduce on a 1920x1080 display (since this seems to depend on monitor/zoom etc):\n[image_paint_bug_repro.blend](image_paint_bug_repro.blend) ",
"Hair particle system misbehaving on rigged mesh\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74\n\nBroken: version: 2.83.4\n\nHi,\nI have a hair particle system attached to a rigged mesh. \nI have attached a screenshot of the modifier stack . I believe they are in the correct order.\n\nThe armature to which the mesh is rigged is animated.\nWhen the animation plays, the rig moves, as does the mesh and the particle system.\nThe hair particles however do not *rotate* correctly as the animation plays through.\nThe rotation of the hair particles correct themselves when entering Weight Paint mode - the density and scale of the hair particles are controlled by two separate vertex groups.\n\nI can consistently recreate the problem in 2.83.4 and 2.9.0.\n\n\n1. Note the rotation of the teeth (this is the particle system). They are currently correct.\n2. Move from current frame (1) to the end of the animation (48).\n3. Note the new rotation of the teeth; they have moved to the correct *position* but are now pointing inwards, towards the inside of the throat.\n4. Make sure the mesh object is still selected (Lo_poly), and enter Weight Paint mode.\n5. Note that the teeth have corrected their rotations (are no longer pointed towards the inside of the throat).\n6. The problem can be reproduced again by jumping back to the frame 1 of the animation. The teeth will move back to their original position, but the rotations will once again be incorrect.\n\n.blend file attached [monster-error.blend](monster-error.blend)\n\nThanks in advance!\n\n\n",
"Clearing parents keep transform changes children's position and rotation.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.34\n\nBroken: version: 3.6.2\nWorked: Never\n\nClearing parents keep transform changes children's position and rotation. Watch the attached gif\n\nOpen attached .blend file, clear parent while keeping transformation\n\n",
"Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)"
] | [
"Viewport isn't updating Children hair particle on particle edit\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nViewport isn't updating Children hair particle when using any select tools. \n\nCreate a object\nSet on render panel on Hair to use Strip instead of Strand (if you are using eevee)\nadd hair particle ( I use only one hair particle)\nadd children simple (100) (any value still will show the issue)\nOn the view port change to particle edit\non the right panel (hotkey n) activate children for then to be displayed on the viewport.\nto be able to select the strand set the selection mode to points (Top left corner)\n\nIf you grab any strand if any selective tool (no comb tool)\nyou will be able to move this main strand of the hair but children will stay frozen, unless you change the tool to comb and click in the viewport, then it will be updated. \n\nEven if you delete the strand, the particles yet will be there until you change to any other tool and click on the viewport or if you go back to object mode.\n\n\n\n\n\n"
] |
Cycles Particle render setting(s) lost in linked copy.
There are some closed issues of particle systems losing data in linked copies. But I
can't see anything active on this issue.
Tested on OSX and Windows-7 with 'official' Blender 2.76b. Different GPUs.
It looks like some (or all?) cycles render settings associated with a particle system are lost when
the particle system is attached to a linked copy of the emitter.
To reproduce:
Open 'Original.blend' and hit render. Nice curve segments on the hair.
Now open 'Linked.blend' and render. It looks like the hair is back to line segments.
Note: The latter simply links in a copy of the object+particle system from 'Original'.
The lamp and camera are local, so are not in exactly the same position.
Attached: [Original.blend](Original.blend) and [Linked.blend](Linked.blend) | [
"Particle Texture influence broken when using two particle system on the same object\nOperating system: Ubuntu 18.04\nGraphics card: GeForce 970GTX\n\nBroken: 2.90.1\nWorked: Never (2.8+)\n\n\nWhen using two particles system on the same object with an influencing texture, one particle system has a wrong influence (e.g. Particle System shrink to quickly)\n\nBlend File: [particle_texture_bug.blend](particle_texture_bug.blend)\n\n0. Set the animation start and end to 100 - 200\n1. Create an Emitter and a Particle Object\n2. Add a Particle System to the Emitter and use the Particle Object for rendering\n3. Set the Start and End to 100 - 200\n4. Give the Particle System a Blend Texture that influences the size with \"Strand/Particle\" as Coordinates\n5. Add another System and Duplicate the previous one to get the exact same setting\n6. Change the Start and End of the new System to 0 - 100\n7. Bake all Dynamics\n8. Render Frame 199 and compare to rendering of 101. The particles in 199 are tiny in comparison (or invisible). They should look near identical\n\nOptional: \n9. Remove the 0-100 Particle and Redo Baking\n10. Frame 199 now has normal sized particles\n",
"Cycles does not generate the exact same images when a scene is rendered twice\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia 2070 Super\n\nBroken: master\nWorked:\n\n\nThe results generated by Cycles are not 100% deterministic.\nAs a consequence path guiding ( #92571 ) can not be implemented deterministically.\n\n\n1. Start Blender and open a scene like `monster`\n2. Render the scene with 64spp and store the result as exr image (e.g., monster-run-0.exr).\n3. Repeat 1. and 2. and save the result as exr again (e.g., monster-run-1.exr).\n\n4. Use an image comparison tool such as tev (tev) and compute the difference. \n\nYou will see that, even if both renderings were performed on the same machine, the resulting images have minor differences.\nNote: It might be necessary to scale the diff-images to see the errors.\n\nRun 0:\n\nRun 1:\n\nDiff:\n\n\n\n\n\n\n \n\n\n \n\n \n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Particles Nodes\n**Status:** Project on hold. Active development in this area can be found in the [geometry nodes project ]().\n\n---\n\n**Team**\n**Commissioner:** @brecht\n**Project leader:** @JacquesLucke \n**Project members:** @sebbas @WilliamReynish\n\n**Description**\n**Big picture:** Implement a stable (reliable) flexible node based particle system.\n\n**Use cases**:\n* Motion-graph work that relies on time-based animations.\n* Set dressing of environment elements.\n* Generative weathering of surfaces.\n* Fireworks (particles that spawn new particles).\n* Dew drops on a leaf.\n\n**Design:**\n* Re-usable effects\n* High level nodes out of the box\n* ? (mental model for different types of nodes)\n\n**Engineer plan:**\n* C++ libraries in blenlib.\n* New builtin simulation node system.\n* The functions framework with a runtime type system for efficient evaluation of node trees.\n* The particles system that parses a particle node tree and performs the simulation.\n\n**Work plan**\n\n**Milestone 1**\n*Time estimate: 2-4 months*\n- [ ] Particle nodes\n - [x] Add Simulation node tree type\n - [x] Add placeholders for built-in simulation nodes\n - [x] Add placeholders for built-in function nodes\n - [x] Define list of built-in nodes\n - [ ] Define list of group nodes to ship with Blender\n - [x] Define categories and menu organization\n - [ ] Finalize naming of nodes and sockets\n - [x] Support for storing ID pointers in sockets for object/image sockets\n- [ ] Explore different ways to visualize sockets and links of different type ()\n- [ ] New `Simulation` data-block containing node tree and cache parameters\n - [x] Basic implementation of ID type\n - [x] Dependency graph and copy-on-write integration\n- [ ] Point cloud (basic) object type (@brecht)\n- [ ] Modifier for point cloud copies simulated particles from simulation\n- [ ] Simulation caching\n- [x] Functions nodes system\n- [ ] Particle solver capable of solving multiple particle simulations with emitters, events and forces (#77266)\n- [x] Find system to ship node groups with Blender (asset system or if not ready, something temporary) (in branch currently)\n- [ ] Implement all built-in nodes\n\n**Milestone 2 - Feature completion**\n- [ ] Use cases are supported (particle scattering, weathering, ...).\n\n**Unknown Milestone**\n- [ ] Good collision handling in solver\n- [ ] Access any particle attribute in material\n- [ ] Access particle data from Python\n\n---\n\n**Relevant links**:\n* #68636 (Initial Particle Nodes)\n* [Everything nodes project ](Nodes)\n* [Unified Simulation System Proposal ](UnifiedSimulationSystemProposal)",
"Particle system removal\n- [ ] Convert hair particle system combs to curves objects with versioning\n- [ ] Remove explode modifier\n- [ ] Remove particle instance modifier\n- [ ] Remove non-hair particles\n\n\n**Needs agreement**\n\n- [ ] Decide how much of simulation and non-hair particle systems to replace with versioning vs. remove\n\n",
"Replace object-linked materials feature\nMaterials linked to objects have some issues:\n- They cause problems for geometry nodes, which can arbitrarily change material slots during evaluation.\n- They tend to be confusing, partially due to relying on consistent indices between two different lists\n- They cause large performance issues for reference counting in the main data-base, since geometry-level operations also have to be aware of objects\n- Object-linking is theoretically redundant now that materials can be changed during evaluation.\n\nBecause of that, it would be best to remove the feature and replace it with something more generic.\nMost workflows are already possible with nodes like the \"Replace Material\" node, but we have to be able to replicate the behavior exactly in order to version the feature away. There are a few options:\n1. Add a modifier with a UI-list interface that sets materials at specific slots.\n2. Add the necessary features to geometry nodes (loop? lists?) necessary to make the behavior completely generic\n3. Just add a geometry node group with enough nodes to handle whatever list of object linked materials the object had.\n",
"Duplicating hair particles from one file to another is not working\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25\n\nBroken: version: 3.3.0\nWorked: I don't know. And at least, v3.2.1 is also affected.\n\nFor Eevee rendering, duplicating the hair particles within the same file is working as expected, because the duplication and the original hair look exactly the same. \nHowever, duplicating the hair particles from one file to another is not working for Eevee rendering, because they do not look identical. \nMoreover, under the Eevee rendering, the duplicated hair can no longer be controlled by the particle system. (In comparison, Cycles rendering is not affected by this problem.)\n\nThe video to reproduce the error:\n[Duplicate hair under Eevee.mkv](Duplicate_hair_under_Eevee.mkv)\n\n**Steps to reproduce**\n[eevee hair test3.blend](eevee_hair_test3.blend)\n\n- Open file\n- Copy objects `LLonglash` and `LLonglash.001`\n- Open new file\n- Paste objects\n# Inspect hair shape\n\n",
"Particle edit select linked not working from menus\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\n\n\nHi, I noticed that the select linked option in hair \"Particle edit\" mode/Select/ select linked doesn't work\n\nPlease open the file press W then select linked\n\nthankyou\n\n[hair.blend](hair.blend)\n\n\n",
"Hair particles: cannot delete hair particles in particle edit mode until you comb it\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 4)\nWorked: 2.79\n\nYou cannot delete all (hit a) hair particles until you comb them. Even more, if you select one hair or several and hit delete, they disappear, but if you then select all the rest and hit delete, all the particles deleted come back.\n\n\n- Open this blend file: [#69487-hair-delete-279.blend](T69487-hair-delete-279.blend)\n- Press {key X} and choose Particles\n\nIn current Blender (2.82 alpha @ 756b9acaf5) hairs get deselected but are not deleted. In 2.79b the hairs are deleted.\n\n**Original steps to reproduce:**\n\nCreate a new hair particle system\nGo into particle edit mode\nSelect all, hit X delete particles -> nothing happens\nDeselect all\nSelect a couple, hit X -> the selected hairs will disappear\nSelect all, hit X -> all the hairs come back visible again\n\nThere's a hair particle system newly created in the attached file.\n[hair_particles_delete_bug.blend](hair_particles_delete_bug.blend)",
"Attributes Captured on Instances not preserved through Instance on Points node\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nWhen an attribute is captured on the instance domain, and then that instance is instanced with the Instance on Points node, the attribute is lost.\nAlso occurs for Store Named Attribute node.\n\n\nCapture an attribute on the instance domain\nInstance the instance\n\n[instanceCapture.blend](instanceCapture.blend)\n\n",
"Copying scene unhides hidden collections\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBlender 2.80 (sub 53)\n\n[hidden_collections_copy_scene_bug.blend](hidden_collections_copy_scene_bug.blend)\n\nOpen attached file. There are two hidden collections.\nMake a copy of the scene using either \"Link Object Data\" or \"Full Copy\".\nCollections in the newly created scene will be set to visible.",
"Crash when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n",
"Killed particle's position is reset to the initial position when rendered\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nI am encountering a strange particle behavior.\nWhen a particle collides with a plane where collision is enabled and \"kill particles\" is checked, the particle position seems to be reset to its initial position. This can not be observed in the viewport. This unexpected position reset is observed only when rendering the images.\nAs shown in this video:\n[0001-0050.mp4](0001-0050.mp4)\n\n[debug.blend](debug.blend)\nBake particle simulation and render images. You will get the same video as shown above.\n",
"Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n",
"shadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\nshadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment). This makes it impossible to rebuild the image unless the shadow catcher pass is used, which is not suitable when using vector motion blur.\n\nOpen below blend file (choose to load ui)\ngo to scene 'no transparency'\nin the compositor press f12 to render a frame\ncompare the combined image and the rebuilt image\n\ngo to the second scene 'transparency'\nin the compositor hit f12 to render again\nthis time the environment is masked out by the shadow catcher, making it impossible to use the rendered environment (which is necessary if the camera is animated)\n\nrequired behaviour - \n\nshadows appear in diffuse passes when transparency is disabled, so the rebuilt image matches the viewport.\n\nshadow catcher object doesn't mask out the environment pass when transparency is enabled (so the environment can be added back to the image when the camera is moving (backplate cant be used here))\n\n\n\nThe only possible solution currently is to always render with transparency enabled, and then render your scene a second time with only the environment visible, which causes issues when rendering via scripts.\n\n",
"Hair object - Node types design\nIMPORTANT: Please note that this document is subject to change and will most likely not represent the final product of the new hair object in Blender\n\n## Hair object - Node types design\n---\n## Reference links\n\n\nHair object - project description\nT68981\nHair object design\nT78606\n\nCommissioner: @DanielBystedt [email protected], dbystedt\nProject leader: @sebbas \nProject members: @ideasman42, @lichtwerk\n\n\n\n[Thread on devtalk ]] about scattering objects by [[ https:*devtalk.blender.org/u/BD3D/summary | BD3D ](https:*devtalk.blender.org/t/future-particle-hair-nodes-discussion-and-everything-wrong-with-hair-particles/9576/5) (eg Instances)\n\n---\n## NOTES\n\n- Please note that all mockups are rather simplified at the moment. For example the sphere in most images will never be a part of the actual hair curves geometry. Attributes are visualized with black/white color etc.\n- Sockets are colored by using @JacquesLucke simulation editor in the daily builds of blender as a reference.\n---\n## NODE GRAPH - EXAMPLES\n\n**Example 1**\nOpen image in new tab to view details\n{[F8679279](node_graph_example_1.jpg), height = 500}\n\n---\n## NODES - DATA FLOW\n\n\n - Node: Input\n - Type: Data flow\n\n\n**Input type (Upper drop down menu)**\n- Guide curves\n - that exists in current hair object\n\n- Alembic\n - Read (potentially) animated curves from alembic. List from .abc in blender file\n\n- Object\n - Object that exists in blender file. Used for geo masking or instancing object per hair\n\n- Collection content\n - Objects that exists in a collection in the blender file. Used for scattering random objects on surface. Random object in collection used per hair “instance”\n\n- Collection\n - That exists in blender file. Used for scattering objects on surface. The result of the entire collection is used per hair \"instance\"\n\n{[F8673998](image.png), height = 400}\n\n\nExample of input node where **Input type** = Alembic\n{[F8674005](image.png), height = 400}\n\n---\n\n - Node: Delete\n - Type: Data flow\n\nDeletes vertices if attribute value in socket **Fac** is higher than 0.5. Avoid \"floating\" hairs where the root is missing.\n\n**Note on Fac**\nVisualisation of input mask. In a node tree this is represented by nodes of course (for example image texture)\n\n{[F8674022](image.png), height = 400}\n\n\n---\n\n - Node: Split\n - Type: Data flow\n\nSplits hair curves into two separate \"groups\". A hair curve can only belong to one group or the other (i.e. avoid hair curves that are split from root to tip)\n\n**Note on Fac**\nVisualisation of input mask. In a node tree this is represented by nodes of course (for example image texture)\n\n{[F8658118](image.png), height = 400}\n\n\n---\n\n - Node: Merge\n - Type: Data flow\n\nmerge two inputs of hair curves to one output. It would also be nice to allow merge for instanced geo\n\n{[F8658184](image.png), height = 400}\n\n---\n\n - Node: Switch\n - Type: Data flow\n\nHair 1 or 2 is selected as hair output via drop down menu. This could just as well be a slider, radio button etc\n\n{[F8658187](image.png), height = 400}\n\n---\n\n - Node: Hair curves output\n - Type: Data flow\n\nhair curves output to viewport and render. Multiple outputs can exist in the node graph, but only one can be active (just like in the shader editor)\n\n{[F8674220](image.png), height = 400}\n---\n\n - Node: Object output\n - Type: Data flow\n\nOutput node for instances (rocks, trees etc) and deformed instances (game hair, feathers). \n\nIMPORTANT: I would love developer input regarding if this is the best way to handle instances and deformed instances. \"Deformed instances\" might not be the best term, but I hope you understand what I mean.\n\n{[F8674235](image.png), height = 400}\n\n---\n\n## NODES - CREATE\n\n---\n\n - Node: Scatter hair\n - Type: Create\n\n**Influence radius (float)**\nControls of how wide radius the input hair controls the direction/interpolation of the output hair. It also scatter hair within the area of the input hair roots. Using this could turn the children=simple type of hair useless\n\n**Vertices (integer)**\nVertex count per hair curves\n\n**Relax iteration (integer)**\nRelaxes the distrubution of root vertecies. In the current implementation of hair, the distribution is pretty uneven. Possibly skip input if it complicates coding (eg if sampling from texture etc is hard to implement)\n\n**Density (float)**\nSets the density of the hair curves\n\n**Length (float)**\nLength shoud also be represented by an individual node. For simpler node networks it could be nice to have length included in the scatter hair node. Mostly because it's convenient.\n\n**Width (float)**\nSets the width of the hair curves\n\n{[F8674432](image.png), height = 400}\n\n---\n - Node: Resample\n - Type: Create\n\n**Vertex amount (upper drop down menu)**\n- Count\n - Amount of vertices per hair curve is decided depending on the value in the variable **Fac**\n- Length \n - Amount of vertices per hair curve is decided depending on distance in object space between each vertex/sample. Distance is set in the variable **Fac**\n\n**Fac**\nFloat value used for variable **vertex amount**. When **vertex amount** = Count, then round off to lower integer (eg floor(Fac))\n\n**Resample method**\nWhen upsampling a low res hair curve it is useful to have the result as a smooth curve. \n- Nurbs\n- Linear\n\n{[F8663697](image.png), height = 400}\n---\n - Node: Instance\n - Type: Create\n\n**Instance node socket (left side)**\nAccepts input node with type\n- Object\n- Collection content\n- Collection\n\n**Deform**\n- False: the instanced objects are not deformed\n- True: The instanced objects are deformed along the shape of each hair curve\n\n**Object up (1:st drop down menu)**\nDecides which axis (in object space) of the source object that should be treated as object up (pointing in the direction of the hair curve tip vertex)\n- +X\n- -X\n- +Y\n- -Y\n- +Z\n- -Z\n\n**Object front (2:nd drop down menu)**\nDecides which axis (in object space) of the source object that should be treated as object front. \n\n**Front aim vector (3:d drop down menu)**\nDecides which vector that \"Object front\" should aim. \n- Tangent (Cross product calculated from position of root vertex and second vertex)\n- +X\n- -X\n- +Y\n- -Y\n- +Z\n- -Z\n\n**Tilt**\n- If Deform = True: Rotate **per component (vertex)** along axis of vector between root and tip hair vertex. \n- If Deform = False: Rotate **per hair curve** along axis of vector between root and tip hair vertex. \n\nNOTE: The word \"Tilt\" is used, since it is already used for curves in Blender\n\nNon deforming example. Instanced objects up vector are aligned from root to tip. Used for trees, rocks etc\n{[F8674511](image.png), height = 400}\n\n\nDeforming example. Used for game hair, feathers etc\n{[F8674541](image.png), height = 400}\n\n\n---\n\n## NODES - DEFORM\n\n---\n\n - Node: Deform\n - Type: Create\n\n**Direction**\nAlong the direction of the hair (per segment/vertex)\n\n**Normal**\nInherited/Transfered from the growth mesh\n\nRead more about transferred normals from growth mesh to guide curves here #78606 (Hair object - design proposal)\n\n\n{[F8658219](image.png), height = 400}\n\n---\n\n - Node: Frizz\n - Type: Create\n\n{[F8658223](image.png), height = 400}\n\n---\n - Node: Rotate\n - Type: Deform\n\n\n{[F8658230](rotate_hair.gif), height = 200}\n{[F8658225](image.png), height = 400}\n\n---\n\n - Node: Curl\n - Type: Deform\n\n{[F8658233](image.png), height = 400}\n\n---\n\n - Node: Length\n - Type: Deform\n\nCut/Extend\nCut = shorter, extend = grow along vector between last two vertices at the tip\n\nScale\nScale per hair from hair root vertex\n\n{[F8658235](image.png), height = 400}\n\n---\n\n - Node: Clump\n - Type: Deform\n\n**Fac**\nAmount of clumping. The user can edit the attribute that is connected to this socket in order to clump more/less at the root/tip of the hair curves.\n\n**Frequency**\nThe primarily clump frequencey/size\n\n**Fractal iterations (integer)**\nCreating smaller (recursive) clumps per clump so that clumping does not look as uniform\n\n{[F8674575](image.png), height = 400}\n\n---\n\n\n - Node: Width\n - Type: Deform\n\nWidth is also controllable through the UI of the hair object (outside of node network) and act as a multiplier to the width inside of the node network. There should be separate width for viewport and render\n\n{[F8663656](image.png), height = 400}\n\n---\n\n - Node: Shrinkwrap\n - Type: Deform\n\nThis node is very useful for creating the look of wet hair\n\n**Object**\nShrinkwrap target. Collection or geometrical object. See the node **Input** in the **data flow** section\n\n**Fac**\nThe amount/blend of whrinkwrap deform\n\n{[F8674660](image.png), height = 400}\n\n\n---\n\n - Node: Smooth\n - Type: Deform\n\n**Smooth vector (upper drop down menu)**\n- Hair tip vector\n- Normal vector\n\n**Curve length (lower drop down menu)**\n- Keep length\n- Lock tip\n\n\nLower drop down menu\n\n**normal vector + keep length**\nIn this example the vector that the hair smooths/conforms to is the normal direction from the growth mesh surface. The length of the original hair curve is kept as it is smoothed\n{[F8663673](normal_vector___keep_length.gif), height = 200}\n\n**Hair tip vector + lock tip**\nIn this example the vector that the hair smooths/conforms to is the vector from the root to the tip of the hair curve (pre smooth). The length of the hair curve is shortened so that the tip of the hair stays in place. \n{[F8663674](Hair_tip_vector___lock_tip.gif), height = 200}\n\n**Iterations (integer)**\nSmoothing iterations\n\n{[F8674688](image.png), height = 400}\n\n---\n\n - Node: Simulation influence\n - Type: Deform?\n\nIMPORTANT: Update after feedback from @JacquesLucke. Feel free to give further feedback\n\nReference to a simulation network where the actual simulation happens. The simulation network simulates the hair and the new position per hair curve vertex is output from the right socket. It is useful to simulate a sparse set of hair curves and then use a **scatter hair** node after in order to generate more hair curves that are conformed to the shape of the sparse set of simulated hair curves.\n\n**Simulation network** (top drop down menu)\nLink to a node network with simulation setup\n\n{[F8674704](image.png), height = 400}\n\n---\n## NODES - ATTRIBUTE\n\nAttributes on hair objects are created in the hair object UI, much like vertex groups on mesh objects. Perhaps these attributes could be picked up during shading in the future? See #78606 (Hair object - design proposal) for more info\n\n---\n\n - Node: Object weight transfer\n - Type: Attribute\n\n**Input weight (top drop down menu)**\nGets value of vertex weight from input object(s). Useful for dynamic weights controlled by modifiers. Input can be a mesh object (see **Input** node in the *Data flow** section in this document. \n\n{[F8674777](image.png), height = 400}\n\n---\n\n\n - Node: UV transfer\n - Type: Attribute\n\nI've been thinking about how to solve multiple uv sets in conjunction with the generation of hair curves. This node is one solution and is rather flexible, since we can sample uv's from any object. Another route would be to decide that we only source the uv's from the growth mesh. Feel free to give input regarding what would be the easiest in terms of development/coding. \n\n{[F8674782](image.png), height = 400}\n\n---\n\n - Node: Hair root proximity\n - Type: Attribute\n\nThe hair root proximity node is very useful when scattering ground vegetation with the **Instance** node. The root mask can be used to make sure that bushes should not grow close to trees for instance.\n\n\n**Radius**\nThe radius in object space of the mask produced from each root vertex of the hair curves\n\n{[F8674896](image.png), height = 400}\n---\n\n - Node: Attribute get\n - Type: Attribute\n\nWhenever the user needs to remap an attribute (multiply, add, clamp etc) she/he can break out the attribute with an **attribute get** node, do operations and then use a **attribute set** node to write it to the hair curves later in the node graph\n\n{[F8674889](image.png), height = 400}\n\n---\n\n - Node: Attribute set\n - Type: Attribute\n\nWhenever the user needs to remap an attribute (multiply, add, clamp etc) she/he can break out the attribute with an **attribute get** node, do operations and then use a **attribute set** node to write it to the hair curves later in the node graph. Usually the attribute is used right after the node, so it's convenient with a ouput socket with Factor.\n\n{[F8679290](image.png), height = 400}\n\n---\n - Node: Geometry intersection\n - Type: Attribute\n\nNOTE: I will add further visual examples to how this works later\n\n**Position (Top drop down menu)**\n- Inside\n - Masks the hair curve vertices that positioned **inside** of the geometry object. \n- Outside\n - Masks the hair curve vertices that positioned **outside** of the geometry object.\n\n\n**Hair component(Bottom drop down menu)**\n- Root\n - For each hair curve: if hair curve root is positioned inside/outside (depending on the variable **Position**), all of the vertices per hair is masked\n- Vertex\n - For each hair curve: If a vertex is positioned inside/outside (depending on the variable **Position**), that vertex and all of the vertices with higher index number per hair curve (\"child vertices\") will get a value of 1 for the hair curve attribute that is specified in the node.\n\n{[F8674898](image.png), height = 400}\n\n---\n## USEFUL NODES FROM THE SHADING EDITOR\n\nAlmost all nodes in the shading editor would be very useful for creating masks for hair. It would be nice to reuse so the functionality is instantly recognized by the user. I need input from developers such as @sebbas if it's even possible to use existing nodes from shading editor.\n\nShading editor nodes is evaluated after the hair is deformed and we will likely want to evaluate these nodes BEFORE the final deformation of the hair. This could cause issues and I'm not sure it's possible to work around it somehow. Seems tedious to rewrite so many nodes.\n\nA lot of these nodes would require an object/geometry input socket in order to define the source (such as \n- Vertex Color\n- Attribute\n- Texture Coordinate\n\n{[F8663900](image.png), height = 700}\n\n\n"
] | [
"Cycles hair settings are scene based - not particle system based\n%%%The cycles hair settings, which are in the particle system menu, can be overriden on a per scene basis, if the particle system is linked through different scenes. This is kind of odd, since you usually want the different users of the same particle settings to share it's attributes, since this settings affect greatly on the shape of the hair. The rest of the attributes get shared but not the cycles render settings. \n\nI'll take this chance to say that this could be in fact a very powerful feature if the override could be chosen, like with a button. Hell, if everything in blender could be overriden on a per scene basis it would be very powerful (as long as it has a visual feedback and the ability to turn it off), and I can only wonder that if it is possible to do it here why it couldn't be done on other settings. \n\nAs of now, however, I think it is better to make a single user copy of the settings when you want to have a special setting for a specific scene, like you do with materials. \n\n\n\n\n - Win 7, 560ti ---\n\n\n - 2.68a, 2.69RC1, 2.69RC2 ---\n\n\n - Steps for others to reproduce the error (preferably based on attached .blend file)---\n\nSimply link items through scenes, put the same particle system on them, and change the cycles hair rendering settings. They will stay only on that scene.\n\n\n%%%"
] |
Crash: Geometry nodes, Set spline resolution to negative will crash Blender
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95
Broken: version: 3.3.1
As title says
Just open the file and set resolution to -1
[res.blend](res.blend)
| [
"Crash when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened.",
"Crash on Python API bpy.ops.mesh.rip_move()\nOperating system: Windows 10\nGraphics card: RTX3080\n\nBroken: 3.3.2, 3.4.0, 3.5.0-alpha\n\nCrash on calling `bpy.ops.mesh.rip_move()` from Python API.\n\n - Open new Blender file\n - Switch to Scripting workspace\n - Create file with\n```\nimport bpy\nbpy.context.area.ui_type = 'VIEW_3D'\nbpy.ops.mesh.rip_move()\nbpy.context.area.ui_type = \"TEXT_EDITOR\"\n```\n - Delete all objects\n - `Shift-A` to add cylinder\n - Tab` to edit mode\n - Click edge or vertex selection mode\n - Select an edge or vertex\n - Run script\n - Crash\n\nManually doing a `V` rip move and then using the \"reports\" list to copy over the exact command to line #3, also results in a crash\n[blender.crash.txt](blender.crash.txt)",
"MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n\n\n",
"Breaking nodes API changes for 4.0\n- [x] Remove `Node.width_hidden`\n- [ ] Complete \"Spline\" to \"Curve\"/\"Curves\" rename in geometry nodes\n- [ ] Stop storing node locations relative to their parents\n- [ ] Use a separate type for internal links (in RNA too) (see [D16960](D16960))\n- [ ] Use a separate type for node group interface inputs and outputs and node sockets\n- [ ] Use dynamically allocated `char *` array to store string socket default values",
"EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n\n\n[crash.blend](crash.blend)\n\n\n",
"Geometry Node Crash\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon HD - FirePro D500 1.2\n\nBroken: version: 3.6.2\n\nGeometry Node crash when I try to add a node to the default Cube.\n| Node Setup: | Crash Log: |\n| --- | --- |\n|||\n\n- open blender\n- open the geometry node workspace\n- With the default cube selected, add a new Geo Node setup\n- add a node using the menu or Shift A\n\nBlender crashes.\n\nIf I delete the cube, add a plane, and add the geo node to the plane, blender does not crash.\n\n",
"Blender becomes unstable/crashes after using \"Reload Scripts\" if using any \"ShaderNodeCustomGroup\" nodes.\nOperating system: Windows 10\nGraphics card: NVIDIA\n\nBroken: 2.81\n\nIf you manipulate a \"ShaderNodeCustomGroup\" node after having used the \"Reload Scripts\" operator (F8) Blender will become unstable.\n\nAttached is a small addon that implements a minimal custom node group.\n1. Enable the addon and switch to the shader editor.\n2. Create the custom node (Add->Test Category->TestNodeCustomGroup)\n3. Trigger 'Reload Scripts' (F8 key).\n4. Adjust the color input of the custom node.\n5. Repeat steps 3/4 until you crash (usually crashes on first or second try for me)\n[node_custom_test.py](node_custom_test.py)",
"Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```",
"crash when i try to make instances real for nodes\nhi , in attached files all info about the crash , its when i try to make instances real for nodes modifier addon scifi pro + flex\nso can i fix it ?\n\n",
"Window title shows unsaved indicator while loading\nOperating system: Linux-4.15.0-45-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: May 18 2021, hash: `1f9eb7e2c6`\n\nWhile Blender loads a file, the window title shows the unsaved indicator: `Blender* [/path/to/blend]`.\n\n- Create a .blend file which takes long to load. A simple example involves creating huge amounts of geometry with Array modifier, then applying the modifier.\n- Open the startup file (ctrl+N) so the window title is cleared (makes it easier to see what changes, but not required).\n- Open the .blend you created earlier, you will see the unsaved indicator in the title until loading finished.\n\n",
"Intermittent Segfault When Programmatically Creating Node Group\nThere have been intermittent crashes plaguing some of my addons. I think I have narrowed it down to creating node groups using the Python API. Specifically, to connecting something to a new node output.\n\nEnclosed [ldo_node_crash.py](ldo_node_crash.py) is a simple script that seems to reliably reproduce the problem for me; I hope it does for you, too. Open it in, or paste it into, Blender’s text editor, and run with ALT-P. I set the loop to run for 10 iterations, but for me, so far, it has always crashed before that.\n\nI am currently normally running Blender 2.82 on Debian Unstable AMD64; I tried a Blender build from the latest master branch, and the crash happens there, too. The backtrace looks like this:\n\n```\nblender-build-latest-debug/bin/blender(BLI_system_backtrace+0x26) [0x8257e79]\nblender-build-latest-debug/bin/blender() [0x2a09cfc]\nblender-build-latest-debug/bin/blender() [0x2a09efc]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3b7e0) [0x7f5c97ff07e0]\nblender-build-latest-debug/bin/blender() [0x3919d1c]\nblender-build-latest-debug/bin/blender() [0x3919e13]\nblender-build-latest-debug/bin/blender(node_connected_to_output+0xf6) [0x391a0a6]\nblender-build-latest-debug/bin/blender(ED_node_tag_update_nodetree+0x41) [0x390df93]\nblender-build-latest-debug/bin/blender() [0x321f7c6]\nblender-build-latest-debug/bin/blender(NodeLinks_new_call+0x98) [0x323b5c9]\nblender-build-latest-debug/bin/blender(RNA_function_call+0x47) [0x3159a88]\nblender-build-latest-debug/bin/blender() [0x334374e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyObject_FastCallKeywords+0xd7) [0x7f5c9890c887]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(+0x6dfc3) [0x7f5c9871bfc3]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalFrameDefault+0x68a2) [0x7f5c98722c42]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalCodeWithName+0x92d) [0x7f5c988443dd]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCodeEx+0x3e) [0x7f5c9884465e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCode+0x1b) [0x7f5c98844e8b]\nblender-build-latest-debug/bin/blender() [0x333463c]\nblender-build-latest-debug/bin/blender(BPY_execute_text+0x39) [0x33348cc]\nblender-build-latest-debug/bin/blender() [0x3969d26]\nblender-build-latest-debug/bin/blender() [0x3969dfb]\nblender-build-latest-debug/bin/blender() [0x2ce7313]\n```",
"Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n",
"Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n\n\n\n",
"Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n",
"Data Transfer doesn't work in some situations (geometry nodes modifier preceeding the Data Transfer modifier)\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT960\n\nBroken: 3.5.0 (2023/01/11)\n\nData Transfer does not work on geometry generated by Geometry Nodes\n\nError is set up in the attached file:\n\n[Color Transfer Test.blend](Color_Transfer_Test.blend)\n\nDoesnt work in `Material` or `Rendered` viewport mode either.\n\n[Color Transfer Test 2.blend](Color_Transfer_Test_2.blend)\n\nI don't know if it's related (it feels like it is) but even setting color inside a geometry node (on geo node created meshes) doesn't work in Material or Rendered viewport modes.\n\n[GeometryNodesColorBug.blend](GeometryNodesColorBug.blend)"
] | [
"Geometry nodes lets users create negative material indices\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3.0 release\n\nIf an object has more than 1 material and the material index gets set to a negative value (via GN), blender crashes.\nI think related to T98937\n\nOpen test file\nSet the integer connected to the material index to a negative value\nUpdate again, by attempting to move the viewport or changing the value again\nblender crashes\n[MatIndCrash.blend](MatIndCrash.blend)"
] |
"Save Preferences" Button frozen till you move the Preferences window a bit
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48
Broken: version: 2.90 (sub 0)
When I go to preferences and click on any toggle, like "emulate 3 button mouse", I'm not able to press save preferences for a few seconds, like the UI froze for some reason. This doesn't happen all the time, but can be reproduced reliably by closing and reopening the window/blender instance.
In the video, I'm repeatedly clicking on the save preferences but the UI is frozen for a duration until it unfreezes and highlights on hover.
(**UPDATE:** Turns out this is very localized to the "Save Preferences" button, but this means you can't save any changes till you move the window, which is super weird.)
[2020-05-03 01-55-01.mp4](2020-05-03_01-55-01.mp4)
[ui freeze.blend](ui_freeze.blend)
1. Go to preferences
2. Try clicking on Save Preferences.
3. If the button isn't being highlighted, try moving the preferences window a bit and then check again.
| [
"Texture Paint - bad behaving operator \"Save All Images\"\nGo to Texture Paint Mode with some Textures loaded. In T-Panel go to the Slots Tab. There you will find a Button labeled \"Save All Images\". However, do not push this Button !\nThis Button overwrites all involved/edited Textures in the Texture Paint Slots at once and instantly, without further inquiry, to the directory of the origins.\n\nIt's not a bug, it's working pretty well !\n\n \n",
"Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n\n\n",
"After setting a shortcut for the \"Auto Keyframe\" button, there is an exception in the status display.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: none\n\nSee below\n\nUse right click->assign shortcut key\nCreate a shortcut for the auto keyframe button e.g. ctrl+alt+n\nThen test the shortcut in a different viewport and you will see that it looks like nothing is happening.\nBut,**The auto keyframe state is actually changed**, but the button display is not refreshed, and the button dispaly state is changed only when the mouse moves to the timeline window.\n\n",
"Insert keyframe wrong with cycle-aware keying after deleting end frame\nOperating system: Linux-6.4.6-arch1-1-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.86.05\n\nBroken: version: 3.6.0\n\nI have an action with manual frame range, 1 to 11, with cyclic animation checked. I have cycle-aware keying on.\n\nI'm not sure exactly when the bug starts, but eventually adding a frame at time 9 creates the keyframe at frame 4 again.\n\n\nI'm not sure exactly when the issue started, but roughly\n1. Cube\n2. Insert frame at time 1\n3. Turn overlay action into layer (stack?) action with the down icon button\n4. Set up manual frame range 1-11, cyclic\n5. Turn on cycle-aware keying\n6. Insert another frame at time 6, blender automagically adds a frame at time 11 to match the frame at time 1\n7. Delete the frame at time 11\n8. Move to time 9 and insert frame\n\n7 seems to be the key. Additionally, it's impossible to add a new frame at time 11. The issue persists after closing and re-opening. \n The issue disappears when cycle-aware keying is off, but comes back if I turn it back on.\n\nI didn't try a daily build, but I searched issues to see if anything similar was reported and found nothing.\n\n",
"Avoid graphical glitches during threaded preview generation\nWhen previews are generated using an OpenGL engine, there can be a number of glitches until the preview is done. That's because some data is accessed/modified that is not thread safe. E.g. `object_preview_render()` modifies `U.pixelsize`. I think other glitches are caused by overriding the active theme in `ED_view3d_draw_offscreen()` - although when I avoided this some time ago for similar work on threaded offscreen drawing for VR, this didn't solve the color flickering.\nThe active theme should probably use thread local storage.\n\nBesides that, the preview generation should be thread safe with OpenGL:\n* It uses the draw-manager's own context, which is mutex protected.\n* The non-thread-safe immediate mode API is not used inside the draw-manager.\n* The draw-manager already has workarounds for GPU driver issues with threaded drawing.\n\nA note: We could also speed up Eevee preview generation significantly by using viewport render quality, not final render quality. The `_imbuf` offscreen rendering functions don't expose the `is_image_render` option for that, which they probably should.",
"Workspace tabs click-dragging only works when starting from current tab.\nSystem Information\nOperating system: Windows 10\nGraphics card: Geforce GTX 1070\n\nBlender Version\nBroken: 2.80 2019-02-20 20:10\n\nShort description of error\nClick-dragging on tabs works fine in the Preference's tabs now, but fails to work on the Workspace tabs *unless*you start from the current one (so to rephrase, for clarity: if you start on one that's not the currently selected one, it will simply not go through the tabs)\n\n- Create workspace (either duplicate or append) so there's more than one\n- Click on one of the workspaces that isn't currently displayed\n- Drag left and right, you'll notice nothing happens.\n- Click on the currently selected workspace's tab\n- drag left and right: this should switch between workspaces as you pass over their tabs",
"addon preferences changed by code (not by user in UI) are not saved\nOperating system: Ubuntu\nGraphics card: RTX\n\nBroken: master\nWorked: ?\n\naddon preferences changed by code (not by user in UI) are not saved at Blender close.\n\n- Open Blender. Load Factory Settings, close Blender. \n- Open Blender\n- In console, change an addon preferences. For example, change device of Cycles : bpy.context.preferences.addons['cycles'].preferences['compute_device_type'] = 1 (this change to CUDA)\n- Close Blender. No log saying preferences are saved.\n- Open Blender again, check that device is still None. pref save is KO\n- Change preferences to \"CUDA\" by clicking with your mouse\n- Close Blender\n- See that a log saying preferences are saved\n- Open again, you can see that preferences are set to CUDA, pref save was OK",
"\"Repeat History\" unavailable after \"Undo\"\nCurrently undo clears the operator history,\nideally this should instead keep these actions in sync with the undo history.\n",
"Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n\n\n\n\nThank you for your time and hard work.\n\n\n\n\n",
"Restore default value operator removes redo panel\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.0\nWorked: 3.4.1\n\nWith user installed add-ons (sometimes Blenders own operators too) if the user tries to reset a value by RightMouseClick / \"Reset To Default Value\", the redo panel closes.\n\n1) Activate the user installed add-on\n2) Change a value\n3) RMB on the property from redo panel, select \"Reset To Default Value\"\n\nThis will close the panel and end the active add-on (may not happen on first attempt)\n\nYouTube video at the link:\n4woEVTFSrtw\n\n",
"Uncheck Save Copy freezes on next render - Mutex is still locked\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n2.90.1 and 2.83.5 have the same behavior\n\nWith default scene :\nWhenever I try to save a render, I uncheck both save as render and save copy, the next time I hit render, blender will freeze.\n- Unticking save as render only does not seem to create the freezes, however the option is not saved, I have to manually uncheck it every time.\n\nNew file : \n- Save file\n- Hit render\n- Save as\n- Uncheck Save as Render and Save Copy\n- Save.\n- Hit Render again = freeze\n\n\n",
"Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n\n",
"Menu Editor for Quick Favorites\nCurrently users can only manage menu items in the quick-favorites menu by adding/removing items.\n\nThis task proposes to: \n\n- Create a generic menu editor in the user preferences.\n\n - Add/remove menu items\n - Re-ordering menu items.\n - Operators options should be able to be changed or unset - as we have with the keymap editor.\n\n**Implementation**\n\n- This could share UI code with the keymap editor for adjusting operator settings, since internally they are very similar.\n- We may support multiple kinds of menus, besides \"Quick Favorites\", internally there is support for this. Even if this isn't exposed to users initially.\n\n```\nThis would be useful for declaring user defined toolbars for example.\n```\n\n**User Interface**\nHere's how the UI could be organized: \n\n{[F8282863](Screenshot_2020-01-17_at_11.08.58.png), size=full}",
"Some bone animations break upon performing unrelated actions\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unsure\n\nI have noticed that sometimes, doing random actions will break existing working animations in a blender project, but only for some bones. I'm not even sure what random actions will cause this - I've always had to resort to just loading from the last saved version. However, I do have a way to reproduce this issue almost 100% of the time really easily:\n\n*Open this blender file:\n*Select the armature (It's called \"Armature\")\n*Open the action \"Reload\" in the action editor\n*Play the animation, see that it is working\n*Now, turn on or off the fake user save toggle button (the shield icon)\n*Play the animation again, notice how the wrists no longer move, but everything else still moves.\n\n[template.blend](template.blend)\n\nThis can also be prevented by:\n- open file\n- select the armature (It's called \"Armature\")\n- go to posemode\n- select all bones\n- go back to objectmode \n- continue with the steps above (\"*Open the action \"Reload\" in the action editor\")\n- bug does not occur\n\nNote this does not have to be the the fake user save toggle button (the shield icon), e.g. toggling Manual Frame Range in the Action Editor triggers this, too\n\nworkaround (until this is fixed for good):\n\n- go to posemode\n- select all bones\n- change any setting that triggers re-evaluation of the action (this might be clicking the fake user save toggle button (the shield icon) again, or toggling Manual Frame Range in the Action Editor, or changing a keyframe or curve visibility in the Graph Editor\n- Action is working again\n",
"Material Preview (EEVEE) can cause access violations when switching to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.3\nWorked: N/A\n\nSwitching to edit mode with material preview (EEVEE) enabled results in a crash \n(Log from my machine produced with the joined blender file also joined to this report)\n\nusing the file joined in this report:\n- Open the scene\n- Select \"Circle.039\"\n- Switch to material preview\n- Attempt to enter edit mode on \"Circle.039\"\n\n"
] | [
"Preferences: Lower left button broken\nOperating system: Win 10\n\nBroken: blender-2.90- 83304e4c22-windows64\nWorked: Previous 2.83 85de07e64c\n\nSame as this #73191 (Some Preferences options are locked.) \n\nThe \"Save & Load\" button in the lower left of the preferences window doesn't work when you first open it. It only works after moving the window.\n\n\n\n - Open the preferences (Edit > Preferences)\n - Click on the \"Save & Load\" button (the hamburger menu button in the lower left)\n - The button does nothing\n - Move the preferences window\n - Click on the button again, and now it will work\n\n\n"
] |
Boolean modifier clears Bevel Weights in the entier mesh of the modified object
Operating system: Windows-8.1-6.3.9600 64 Bits
Graphics card: GeForce GT 740M/PCIe/SSE2 NVIDIA Corporation 4.4.0
Broken: version: 2.80 (sub 60)
Worked: (optional)
The Boolean modifier disables the effect of a further Bevel modifier which "Limit method" is set to "Weight".
[boolean.blend](boolean.blend)
I am enclosing a simple file named boolean.blend.
The "A" object in this file is a simple box-like mesh. It uses two modifiers:
- The Bevel modifier, which rounds some of the mesh edges. Its "Limit method" is set to "Weight", so it uses the Bevel Weights values, assigned to these edges;
- The Boolean modifier, which cuts a hole in object "A"
In object "A":
Move the Boolean modifier before the Bevel modifier. In the result all the bevels will disappear.
They will appear again when you place the Boolean modifier after the Bevel modifier.
(I suppose that the Boolean modifier clears the Bevel Weights in the entire mesh of the modified object)
Could you fix it?
| [
"material_slot_remove_unused operator cannot operate on a specific object(s) using a context override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.91.0, (also 2.93.7, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: `173a15bcda`))\nWorked: 2.90.1\n\nPreviously, the context override `{'active_object': my_object}` could be used to override the object that `bpy.ops.material_slot_remove_unused` would operate on to `my_object`.\nI'm thinking this may have stopped working in 1a650fdcb2, in particular, the change of using `object_array_for_shading_edit_mode_disabled` which calls `object_array_for_shading_impl` (now appears to be `ED_object_array_in_mode_or_selected` in `source/blender/editors/object/object_edit.c`) to get the objects to operate on instead of using `CTX_data_active_object`.\nAs far as I can tell, `ED_object_array_in_mode_or_selected` now gets the objects to operate on directly from the `view_layer` of the context.\nI could not find any context attributes that I could override to change the object(s) the operator operates on (besides overriding `view_layer` with a newly created view layer where I've selected only the objects I want to operate on).\n\nGiven the default startup .blend file:\n - Select the default cube as the active object\n - Add a new material slot to the default cube\n - Open the Python Console and run `default_cube = bpy.context.object`\n - Duplicate the default cube\n - Deselect the default cube\n - Select the duplicate cube as the active object\n - In the Python Console used earlier, run `bpy.ops.object.material_slot_remove_unused({'object': default_cube})`\n - Note that on 2.90.1 and older, the context override must instead be `{'active_object': default_cube}`, (attempting to use this override on 2.91.0 and newer will result in `RuntimeError: Operator bpy.ops.object.material_slot_remove_unused.poll() failed, context is incorrect`)\n # Note that on 3.2 and newer, you can alternatively use `with bpy.context.temp_override(object=default_cube): bpy.ops.object.material_slot_remove_unused()`\n\nOn 2.91.0 and newer, the selected duplicate cube will have its unused material slots removed instead of the default cube specified in the context override.\n(On 2.90.1 and older, the default cube will have its unused material slots removed and the selected duplicate cube will remain unchanged)\nReplacing the `material_slot_remove_unused` operator with `material_slot_remove` or `material_slot_add` in all of these steps (though, also using the override `{'object': default_cube}` on 2.90.1 and older) will cause the operator to operate on the default_cube as expected.",
"Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n\n\n[tmp_2.blend](tmp_2.blend)",
"Boolean Exact Mode failing\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: 3.5.0 - 3.6.0\nWorked: Unknown.\n\nIn the attached `v8 bug daily.blend` file, an object mysteriously vanishes at frame 36, then reappears in frame 37. Changing various minor things makes the problem go away.\n\nThat file uses a simple armature to animate the rotation of the \"Rotor\" object. \n\nIf you change the end frame of the animation from 60 to 61 and move the last keyframe from frame 61 to frame 62--i.e., stretch out the animation just a little bit--the problem goes away.\n\n- Open the [Boolean_exact_difference__bug.blend](attachment) file\n- Enable the boolean modifier\nor \n- Open the [v8 bug daily 03b.blend](107388#:~:text=Save-,v8%20bug%20daily%2003b.blend,-1006%20KiB) file\n- Go to frame 36",
"Exact Boolean (Union & Self Intersections -- to remove inside geometry) bad performance/memory footprint\nOperating system: Linux-5.15.0-67-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.6\n\nBroken: version: 3.5.0 Beta\n\nI have a group of nodes that gets rid of internal geometry by creating a \"mold\" of an object.\n\nBut it crashes on some meshes and not on other meshes and the crash doesn't give any real information why.\n\nIs there a work around for this?\nNodes works with certain meshes and crashes with others.\n\nWorking mesh and blend file.\n\n**Left side shows internal / overlapping geometry and Right side is free of this after using node network.**\n\n\n\n[doesn't crash.blend](attachment)\n\n\nCashes when I **click the switch node to enable it** (**see red arrow**).\nCrashes in 3.4.1 and 3.5.\n\n\n\n\n\n[this one crashes.blend](attachment)\n\nCrash text files attached below\n\n\nIs there a work around for this?\n\n",
"Some modifiers do not consider freshly added vertex group as empty\nOperating system: Win 10\nGraphics card: 1050 ti\n\nBroken: 3.2.0 Alpha\n\nEmpty vertex group was added to mesh in object mode without weight assigning and modifiers in stack are using this vgroup.\nSomehow some modifiers follow restriction and others don't. But if you assign zero weight for this vgroup in edit mode, then all modifiers are limited in execution as expected.\n\nFor example, open file and enable viewport rendering for every modifier in stack. \n[empty_vgroup.blend](empty_vgroup.blend)\n\nList of modifiers with this behavior:\nCast\nCurve\nDecimate\nLattice\nSmooth\nSmooth Corrective\nSmooth Laplacian\nWeld\nWave\n\n\n- Open new General template\n- Add monkey\n- Create new vertex group, but don't assign any vertices or weight\n- Add Smooth modifier\n\nIt should not deform mesh, because of empty vertex group, but it does",
"Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n",
"Generic way for modifiers to check user-edited flags\nThe simulation modifiers need to take care of invalidating cache when user edits are performed on the modifier itself, or its dependencies.\n\nFor the point cache (rigid body simulation, for example) this is done as a dedicated dependency graph node, which is hooked to the rest of the graph via a relation which has `RELATION_FLAG_FLUSH_USER_EDIT_ONLY` flag. The benefit of such approach is that a generic callback function can be used (without capturing any internal state of the graph). The downside is the more complex routing of relations.\n\nThe simulation nodes took a bit different approach: the nodes modifier has a special lambda callback which checks the node and dependency graph state:\n```Cpp\nmodifier_node->evaluate = [](...) {\n if (modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED) {\n ...\n }\n}\n```\n\nSuch approach allows to access the modification state without extra nodes and relations, but it is not very generic: ideally the modifier-specific logic will be left to the modifier's \"apply\" callback.\n\nFortunately, there is a simple modification to the current nodes modifier callback we can do!\n\nGeneral idea: have a generic modifier node callback (for all node types) which will copy the user-modified flag from the modifier dependency graph node to the modifier data. The modifier's \"apply\" callback then can make decision based on this flag.\n\nPseudo-code of this proposal goes as following:\n```Cpp\nmodifier_node->evaluate = [modifier_index = ...](::Depsgraph * /*depsgraph*/, ...) {\n ModifierData *md_eval = object_eval->modifiers[modifier_index];\n if (modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED) {\n md_eval-> flag |= MODIFIER_USER_MODIFIED;\n } else {\n md_eval-> flag &= ~MODIFIER_USER_MODIFIED;\n }\n}\n```\n\nUse the modifier index since it can be captured at the graph construction time, and will stay available even if the original objects are destroyed (the long-term goal is to allow the depsgraph be fully independent from the original scene after its Copy-On-Write was run). It is a bit annoying to do an index-based lookup in the list, but it is unlikely to show up in a profiler.\n\nThe geometry node modifier can immediately use this new flag. In a longer term the rigid body will do the same or be migrated to the new simulation framework :)\n\n",
"Remove unused slots fails with non-mesh objects\nOperating system: all\nGraphics card: all\n\nBroken: 2.83 2.93 3.0daily \n\nwhen object type is Volume or metaball click remove unused slots button.\nWill delete all material slot whether the material been used.\n\nbut if object type is mesh, this action will keep the used \n\n- Open .blend file\n- Material properties tab -> materials specials -> remove unused slots button\n\nTest File:\n[#90338.blend](T90338.blend)",
"Some icons cannot be overriden from python (e.g. 'Constraint.mute', 'use_fake_user')\nBroken: version: 3.3.0 Alpha\nWorked: Looks like this was once working in 2.80 (but has stopped working in 2.81)\n\nSome boolean properties apply an offset to their icon depending on the state of the boolean. This offset is applied even when an icon override is used, like so: `UILayout.prop(icon=whatever)`.\n\n**Workaround**\n```python\ndef get_icon_value(icon_name: str) -> int:\n icon_items = bpy.types.UILayout.bl_rna.functions[\"prop\"].parameters[\"icon\"].enum_items.items()\n icon_dict = {tup[1].identifier : tup[1].value for tup in icon_items}\n\n return icon_dict[icon_name]\n\ndef draw_with_icon_fix(layout, prop_owner, prop_name, icon: str, offset=1, invert_checkbox=False, **kwargs):\n \"\"\"Drawing some booleans in the UI with a custom icon can be \n annoying because Blender might offset the icon based on the boolean state.\n You can use this function to counter that offset. To find the offset, you have to \n trial and error, it's either 1 or -1. (Or 0 but then you don't need this)\n \"\"\"\n\n bool_value = getattr(prop_owner, prop_name)\n offset = offset * int(bool_value)\n if invert_checkbox:\n offset = 1 - offset\n icon_value = get_icon_value(icon) + offset\n layout.prop(prop_owner, prop_name, icon_value=icon_value, invert_checkbox=invert_checkbox, **kwargs)\n```\n\n- File with script within: [icon_madness.blend](icon_madness.blend)\n- Script should self-execute, look for a \"FixMe\" panel in the sidebar.\n\n\nSo this file works in 2.80 and is broken in 2.81:\n[icon_madness_2.blend](icon_madness_2.blend)",
"Bevel Modifier and Normal Bevel Skews\nOperating system: Windows 10\nGraphics card: GeForce GTX 3080\n\nBroken: All Blender versions including the latest 2.92\nWorked: Probably on previous versions\n\nHello guys,\n\nThe Bevel modifier and the normal Bevel skews the higher the offset, and does not keep a similar thickness from the outside and inside wall.\nThe current \"solution\" is to bevel a plane and then add a Solidify modifier however the shape alters, which will require applying the modifier and further altering the shape, not allowing for modifier stack workflow. I asked a friend to try bevel in the same way in 3DS Max using my exported FBX and it beveled without skew.\n\nLoad up the scene and you will see the applied modifiers, some of the different offset types have less skew effect but ultimately they all skew quite extensively\n\n[Bug.blend](Bug.blend)\n\n\n\n\n\n\n\n\n\nAs you can see the right shape is only with a Bevel modifier, it keeps the top flush to the shape however gets severely skewed and does not keep a similar thickness on the more rounded off corners. The version with a Solidify is more accurate however does not keep the top part flush with the rest of the shape and requires further modifying and loosing the stack workflow.\n\n",
"Undo of operations on modifiers is inconsistent when object is in edit mode\nBroken: version: 2.79, 2.82 (sub 1), branch: master, commit date: 2019-11-22 18:14, hash: 373e936e3e\n\n\nwhen a modifier that has been **added in edit mode** to a object and is **deleted in edit mode,** it is not restored when using undo. \nThe operation shows up in the undo history but does nothing.\n\n\n1. go into edit mode\n2. add a modifier\n3. delete the modifier\n4. use undo, notice modifier is not restored.\n\ncreating the modifier in object mode or deleting it in object mode will restore it when using undo. this is a very confusion inconsistency that i noticed with the new undo method.\n",
"'Show Instancer' option for Viewport hides the mesh in edit mode\nOperating system: Linux-5.7.8-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Alpha\nWorked: Never\n\nWhen using either Face or Vertex duplication on meshes, turning off `Show Instancer` in the Instancing settings (Object Properties) hides the parent object.\nThe problem is when you enter edit mode. Both the instancer and the instances are invisible.\nOne solution could be to unhide the instancer.\n\n - Open attached file\n - Uncheck 'Show Instancer' for Viewport\n # In the 3D View, press tab or otherwise enter editmode\n\nYou now are editing an invisible mesh - since we can select and edit the mesh, it would be much, much friendlier to allow editing, as the user probably expects this, by showing the mesh just in edit mode - it could be wireframe only or semitransparent, to indicate that it's hidden in object mode.\n\n(This may be considered an enhancement or a bug - at the very least it feels like a lack of polish in the interface, but it would be extremely befuddling to some users should they find themselves in this state.)\n[instancer_bug.blend](instancer_bug.blend)\n\n",
"Exact boolean is inaccurate when cutting planar geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\nWorked: don't know\n\nPerforming boolean operations in `Exact` mode on thin geometry (eg. a plane) can be inaccurate in some cases. It usually happens if \"cutter\" object has a slightly curved edge. It happens both in Boolean modifier and Geometry Nodes node.\n\n\n1. Open the .blend file.\n2. Select the plane.\n3. Toggle between `Fast` and `Exact` modes in the Boolean modifier.\n4. You should see a difference in the top edge.",
"UV map inconsistency after bevel modifier\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nMesh position in edit mode affects how bevel processes UV map\n\nIn attached file translate selected part of mesh along world Z axis -> UV is changing position\n[bevel_uv_issue.blend](bevel_uv_issue.blend)",
"(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode"
] | [
"new Bmesh boolean is deleting some of edges data, (Creases and Bweigh)\nlinux 64\n\n7e6d096\n\nnew Bmesh boolean is deleting some of edges data, (Creases and BWeight), even though it keeps others. Its especially problematic for Bevel Weight since it's often set before applying boolean.\n\nOld(left) vs new(right) behavior\n\n\n\n\n"
] |
sculpting a multires with a armature modifier in a pose is broken
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009
Broken: version: 2.92.0 Alpha
worked: it has been in blender for a long time, I already reported it but I wasn't able to reproduce it consistenly at the time
if you have an object that has an armature modifier and sculpt on it, once you leave sculpt mode the armature pose gets "baked" into the multiresolution.
also it seems that it may only happen after you ctrl-z (maybe thats why I couldn't reproduce it before as it was a missing step)
[2021-01-09 20-04-43.mp4](2021-01-09_20-04-43.mp4)
[bug multires .blend](bug_multires_.blend)
| [
"Incorrect parent tree when exporting and importing scene with multiple rigged objects\nArch GNU+Linux, Kernel 4.18.5\n\nBroken: 2.79.6, Git 19c65cd (branch master)\nWorked: None that I'm aware of\n\n\nIf you have a scene with multiple rigged objects, the armatures and meshes are incorrectly parented upon exporting then importing them. Rather than there being two armatures at the root of the scene with each one containing a single mesh, there will be (if you have two objects) one armature at the root, the other armature as a child of it, with both meshes attached to the inner-most armature.\n\nNote that this certainly seems to be a fault of the importer and not the exporter: I've manually reviewed the exported model and it appears fine. Additionally, upon attempting to import a Collada file generated by custom software I've got the exact same problem as importing the file generated by Blender.\n\n\nStart with an empty scene, and create a cube. Add a single bone. Make the cube a child of the bone, using the armature deform with automatic weights option (not using any weights prevents this problem from occurring).\n\nRepeat this a second time.\n\nExport the scene as a Collada file.\n\nOpen a new instance of Blender, and import the scene with Collada.\n\nThe objects will have incorrect parents, and this has consistently occurred each time I have tried it:\n\nHere are the screenshots of the scene, before exporting (matches attached blend file): \n\nAnd after export/import: \n\nSample Blender file before export: [expimptest.blend](expimptest.blend)",
"Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\n**Broken: version:**\n2.93.0 Alpha.\n3.0.0 Alpha\n\nUse of annotation tool unhides the hidden face\n\n**Steps to Reproduce the error**\n- Open .blend file\n- Hide the faces with Box Hide tool\n- Erase the word \"Erase\" with annotation tool (hidden part will appear)\n- Repeat step 2.\n- Draw a line with annotation tool. (Hidden part will reappear)\n\nTest File:\n[#87821.blend](T87821.blend)\n[Blender [C__Users_Pratik_Downloads_T87821.blend] 2021-07-12 09-55-06.mp4](Blender__C__Users_Pratik_Downloads_T87821.blend__2021-07-12_09-55-06.mp4)\n",
"Bake from Multires leads to inaccurate results\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: ---\n\nOver the past years, at least since the release of Blender 2.8, the baking options fro Multires have been broken and consistently give unreliable results.\nThe depth of the issues should be investigated, as it might also relate to how normal maps and displacement maps are applied within Blender.\n\nIn this test file I used a cube, subdivided it twice as a base, and then subdivided it 6 times with the multires modifier.\nI sculpted some simple shapes on top and baked the result as:\n- A linear float height map with \"Bake from Multires\" with the Viewport Level set to 0 and Render set to 6\n- A non-color normal map with \"Bake from Multires\" with the Viewport Level set to 1 and Render set to 6\n\nImportant here is to set UV smoothing to `None` (#87725).\n\n\n\nFor comparison I baked the same textures again with different methods, other than Bake from Multires:\n- A linear float height map by using geo nodes and shader nodes. It reads the height differences between a source object (multires level 6) and target object (same base with subdiv level 6) and baking the Emit output as a height map\n- A non-color normal map by using the \"Selected to Active\" method to bake the multires level 6 to a multires level 1.\n\n (*It's meant to say \"Geo Nodes\" :D) \n\nThere are two notable differences here:\n- A strong difference in accuracy for the overall features (They seem to swim around with Bake from Multires)\n- Various edges are visible as sharp lines in the displaced result\n- In the normal map comparison there are also differences in triangulation, which seems to result in more sharp edges on rendered triangles.\n\n\n| Bake from Multires | Source-Target Baking\n| -- | -- |\n|  | \n|  | \n\nEven in the \"Source-Target\" displacement map result, the seams are still oddly visible. \nWhen showing the difference between the \"Bake from Multires\" and \"Source-Target\" bake results and increasing the contrast, it looks like this.\n\n|  | \n| -- | -- |\n\n- There's overall a difference in the captured features.\n- The seam bleeding and margin seems to differ quite a bit.\n- For the \"Bake from Multires\" results, sharp edges appear on various base mesh edges along the surface (Not just seams). They are much more visible on normal maps.\n\n**Example File**\n[baking_file.zip](baking_file.zip)\n",
"Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n\n\n\n\n\n\n",
"Multires clay brushes performance issue\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Beta\n\nWhen using the multires modifier for sculpting the performance seems to suffer significantly for certain brushes. This gets even worse on lower levels so the performance often is much worse on level 1 when compared to level 3.\n\n[2020-08-03 16-22-39.mp4](2020-08-03_16-22-39.mp4)\n\nThe performance seems to be especially bad on the Clay & Clay Strips brushes.\n\n**Example .blend file**\n\nJust to make sure the performance is as reproducible as possible, here is the file of the jacket.\nWhen trying to reproduce this performance on a cube or Suzanne head it wasn't as bad but still noticeable.\n[jacket.blend](jacket.blend)",
"Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n",
"Selection not transfering to paint mask (vertexpaint, weightpaint, texturepaint) when a triangulate modifier is present\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.81\n\nBroken: version: 2.92.0\nWorked: -\n\nIf you face select on edit mode, it will carry your selection to weight paint face select or texture paint face select or etc.\nBut if you have triangulate modifier on it will not carry it over.\n\nI did not know this and there was not error message about this anywhere on blender.\n\nLoad this file: [faceselect001.blend](faceselect001.blend)\nyou see some faces selected with triangulate modifier on.\ngo to weight paint or texture paint and you see none.\n\nI know this might not be a bug but how software works BUT for a common artist, at least adding a message that it will not carry over selection would have been nice, or disabling triangulate on view automatically when you go to those modes.\n\n",
"Cannot sculpt under masked geometry 2.92\nOperating system: windows 10\nGraphics card: nvidia 1050ti\n\nBroken: 2.92.0, also 5ec6c8d267\n\nWorked: (optional)\n2.83.12lts\n\nLast report on the same issue #80980 (Cannot sculpt behind Hidden geometry)\nCannot sculpt under maked geometry. I reported this bug in a previous version and it was fixed. the bug is now back.\n\n| ||\n| -- | -- |\n\n- Add a UV sphere.\n- Assign some vertices to a vertex group, \"del\".\n- Add mask modifier, mode = vertex group, select \"del\", check \"invert\"\n- Go to sculpt mode, notice the vertices highlighted under the brush or the geometry modified while sculpting. In 2.83.12, they're on the back side of the hole. In 3.0, they're part of the \"del\" group.\n\n\n\n\n",
"Multiresolution sculpting broken after change in base geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.1.2 30.0.14023.3004\n\nBroken: version: 3.1.0 Beta\n\nThe file was created at 3.1.0, but the model in 3.0.1 also has the same problem.\n\nafter deleting edges from a loop and recreating them in a different arrangement, some parts of the model cannot be sculpted with multiresolution on.\n\n\nIn a model with multiresolution, I deleted and recreated some edges of the topology and this broke the sculpt mode of the multiresolution: \n- In the sculpt mode, whenever I was getting close from the model, it simply dissappeared, reapearing after zooming out.\n- When hovering the mouse over some areas of the model, doesn't change the brush gizmo, and I can't sculpt on those areas neither.\n- If there is a area that you can interact/sculpting, by doing it the areas that you were unable to sculpt will become sculptable again.\n- In the areas that you can sculpt, the brush gizmo rotation doesn't match the surface sometimes.\n- baking normals from this multiresolution causes blender to crash\n\nI splited the model in some parts trying to remove the defective part, but this only changed the areas the bug was occuring, and I also tried to re-sort the vertices of the model, which had the same effect\n\nIn this video, the upper part of the leg is sculptable, but the rest of the leg is not \n[2022-02-06 14-33-33.mp4](2022-02-06_14-33-33.mp4)\n\nThis model is from a commission so I had to fair the upper part of it\n[broken multires.blend](broken_multires.blend)\n\n",
"Lagging out when using pose brush\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0\nWorked: (also had issue on 3.4)\n\nlags out when trying to use the pose brush, particularly after unchecking \"connected only\" getting rid of the multires modifier seems to fix the issue but I'd like to be able to use the pose brush while preserving my resolution.\n\n\"connected only\" is already unchecked in the attached file, so to see the error just try to move the mouse/use the pose brush and you will see the lag. This is a majorly cut down version of the file so it is much worse in the full version to the point where the file is completely unusable.\n\n",
"Curves with curve modifiers are not translated to mesh correctly and can't be used as a target for constraints and modifiers predictably\nOperating system: W10\nGraphics card: GTX 1080TI\n\nBroken: 2.80-d966c2f0c2ad-win64\nWorked: 2.79 master build\n\nIf you ctrl+a and press \"visual geometry to mesh\" on a curve that has a curve modifier, the resulting mesh you're getting is as if you didn't have that curve modifier at all. This was not the behaviour in 2.79b. Also, if you assign any constraints or assign this curve as a modifier for objects, you'll have it deformed as if the deforming curve doesn't have the curve modifier.\n\nCtrl+a on the bezier curve in this sample file\n[sample.blend](sample.blend)",
"Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```",
"GPU Subdivision not optimized in Weight Paint mode\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\nI'm not sure if it's unimplemented/unplanned or just overlooked, so I'm here to report in case.\nWhen you have a mesh using an Armature modifier and Subdivision modifier, the Subdivision will affect performance while posing the armature but enabling GPU Subdivision will noticeably improve performance during posing and animation. \n\nHowever, if you select the armature and the mesh and go into weight paint mode, allowing you to pose the rig, the GPU Subdivision will not boost performance with the Subdivision modifier. Weight Paint Pose is slower regardless as to the Subdivision modifier, just GPU Subdivision seems to be disabled here. \n\n- Open attached .blend file\n- Make sure `GPU Subdivision` is enabled in Preferences\n- in Weight Paint Mode, pose the rig (move any bone)\n- Go to object mode, select the rig and go to Pose mode\n- Compare performance when posing the rig\n\n[#101485.blend](T101485.blend)\n",
"Sculpted models in Solid or Wireframe viewports do not update in other Material or Rendered viewports when changes are undone (Undo). This can cause a desync that the artist may not notice until it's too late.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90.0\n\nSuppose there are two viewports, one in Material Preview or Rendered shading mode and the second viewport in Solid or Wireframe shading. I sculpt the mesh in the Solid or Wireframe (I don't sculpt in Wireframe at all, but this problem occurs in that mode as well) viewport and then undo the changes, but the undo does not update the model in the Material Preview or Rendered viewports.\n\nWhy I sculpt this way and why this error (or by design) is problematic and annoying:\n- I can see the topology much better in Solid shading with matcaps. However, I also want to be able to see how the sculpt looks under more finalized lighting settings in real-time while I edit and experiment with different sculpting or placement of facial features, for example.\n- I am constantly undoing brush strokes in a sort of error-correction method of sculpting. Naturally, reducing undoing strokes would be more efficient overall, but not being able to see the reverted mesh from undoing strokes absolutely debillitates confidence of an artist when they're suddenly not working on the most updated model.\n- This can cause bad sculpting errors as one looks from one viewport to the other to \"sanity check\" or simply check progress and be fooled into thinking that the models are synced, when they're actually desynced. The artist might not notice this and continue sculpting, which will update both views again, but it can cause unintentional sculpting errors.\n\nI'm not sure if this was a conscious design choice (2.82 also has this problem. I did not test pre-2.79 versions), but if it was, it makes absolutely no sense why there is even the possibility of anything desyncing between viewports, no matter how the artist works. It just makes me question all the time whether or not me activating Undo actually did anything at all, which causes even more frustration.\n\n1) Create a sphere.\n2) Split window into two viewports.\n3) Change shading mode of one viewport to either Material Preview or Rendered and the other viewport to Solid or Wireframe.\n4) Sculpt sphere in solid mode.\n5) Ctrl+Z to Undo.\n6) Undo is not updated in Material Preview or Rendered viewports.\n\n\n",
"Multires spikes\nOperating system:\nGraphics card:\n\nBroken: Blender 3.00\nWorked:\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Sculpt while having multires modifier on\n2. Move \"sculpt\" level up and down\n3. Go into edit mode? I am not sure if I did do this, but I read that some people did do it to cause the artifact to appear. \n4. Artifact appear\n5. Unable to fix, without restarting [Handle safeguard v2.blend](Handle_safeguard_v2.blend)\n\nI can read online that this seems to have been a bug for long, but I couldn't find a fix. \n\nCan I use multires on my objects? What exactly caused this, and how can I fix it? \n\n"
] | [
"Mesh shape amended upon undoing in sculpt mode, with Armature & Multires modifiers enabled\nOperating system: Win10 1909\nGraphics card: NVIDIA GeForce GTX 1060\n\nBroken: 2.83\nWorked: 2.82\n\nCaused by b2c2d7b7f1\n\nWith Armature & Multires modifiers enabled, upon undoing in sculpt mode, armature deformation to the mesh is incorrectly applied. \n[multires_armature_sculpting_undo_bug.mp4](multires_armature_sculpting_undo_bug.mp4)\n\n[#76936.blend](T76936.blend)\n- Open file\n- Change pose\n- Go to sculpt mode\n- Sculpt\n- Undo\n- Go to object mode"
] |
Collection icon scaling is proken only white is ok
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89
Broken: version: 2.93.0 Alpha
The Collection Icon in the Collection Info Node where only properly scaled when they are white.
Otherwise there not scaled within the ui and look horrible when you zoom out ore in much (If you have for example a long Node Tree and you have zoomed out).
Create some Collections and add a collection Info Node in Geo-Nodes and you will see that the Collections with the white icon where properly scaled. But all others with a collor not.
Zoomed in: 
zoomed out:
[Collection Info Node not properly scale icons.blend](Collection_Info_Node_not_properly_scale_icons.blend) | [
"Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.",
"isolate collection doesn't work on nested collections.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nisolate collection doesn't work on nested collections.\n\n\nSee attached video. I've set the alt key to trigger collection isolation by the way.\n\n",
"Changing UI resolution scale messes up nodes snapping\nOperating system: Windows-10-10.0.25393-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: Never AFAIK\n\nWhen you have a node tree all snapped to grid and is perfectly organized, you move it and it all moves in an organized manner. But say you change your UI resoltuion scale, or line width; the perfectly organized node tree is not organized anymore 🥲. Now it may seem that this bug is really rare, but it's really infuriating when you open someone's file and you mess up the node tree in seconds by just moving.\n\nI created a small video that demonstrates the bug, but basically the steps are.\n1. Create a well-organized node tree that is snapped to grid.\n2. Change the UI resolution.\n3. Observe your node tree not snapped to grid anymore.",
"UI Themes: Grid color affecting axis color\n2.81a, 2.82 Beta.\n\n**Description**\nIn 3D View, the grid color overlays the XYZ axis colors, so it's impossible to set the colors I want to the XYZ axis. \nThis even happens if the grid color is set to transparent.\n\n[0020-1556.mp4](0020-1556.mp4)\n\n- Go to preferences -> Themes -> User Interface -> Axis & Gizmo Colors\n- Change X and Y axis color to black RGB(0, 0, 0)\n- Go to preferences -> Themes -> 3d View\n- change Grid color/alpha.\n\nX and Y axis color will be affected",
"Artifacts around shadow catcher object\nOperating system: Win 10 PRO 19041.1348\nGraphics card: GTX 1080\n\nBroken: Official 3.0\nWorked: 2.9 lts\n\n{[F12718649](image.png),size = full}\n[头图制作B.blend](头图制作B.blend)\n\nLine is faintly visible at Y=472px height.\n\nThis doesn't happen when Denoise node Prefilter is set to Accurate, but when opening older files, Fast option is used by default.\n",
"Outliner: display of children that are not themselves part of a collection is arbitrary\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.2.2\n\nI have a children who paranted to parent from another collection. And children of childrens not all in main parent hierarchy.\n\n\nCreate 4 objects named \"1, 1.001...\" And parent them to object \"2\". Then copy this hierarchy \"2\" 3-4 times. Plase them to collection \"a\".Then create object \"3\" and place this object to collection \"b\". Parent objects \"2. 2.001. 2.002, 2.003\" to object \"3\". And you'll see that hierarchy \"3\" is not full...\n\n[#100393.blend](T100393.blend)\n{[F13387137](image.png) size=full}\n\n",
"Layer Switching Shortcut Inconsistency\nThere is some improvement concept for collections shortcuts.\nCurrently, 1234 buttons shows a collection, but sending objects requires name in menu (M - \"Collection 1\" - \"Collection 3\" for example)\nThat would be nice if moving to collection will also support their number.\n\nFor example, \"5\" button shows collection called \"Lighting Collection\", so pressing \"M5\" will send selected objects to it.\n\n----\n\n*See: #55162#619317 - originally from @1D_Inc*",
"Add overlay to visualize full weight values in weight paint mode\nTake the following case in which some vertices are weighted in full 1.0 (RED), some have a weight of 0.0 (Blue) and some are weighted very close to full (0.9) and some are weighted very close to zero (0.1)\n\n\nIn this case it is very hard to visualize which vertices are weighted 0.0 or 1.0 or which are just very close but might have a different influence.\n\nFor that reason we have a **Zero Weights** overlay that uses black to indicate 0.0 weights\n\n\nWith this overlay enabled it is quite easy to distinguish between 0.0 or just very close to 0.0\n\n\nWhat's missing is the same logic but for values of 1.0 where an overlay would show the **Full Weights** in white, 0.0 in black and the rest in the typical colors\n\n\n*Note: The above screenshot assumes the implementation of another [related task ](https:*developer.blender.org/T93147)//",
"Joining meshes or realizing instances in geometry nodes removes custom normals data\nOperating system: macOS Big Sur 11.5.2\nGraphics card: Apple M1\n\nBroken: 2.93 and 3.0 Alpha\n\n\nUsing the collection info node in geometry nodes destroys custom normals data when the geometry node modifier is applied (or when the project is exported).\n\n\nApply the geometry node modifier on the \"Dummy\" object in the attached blender project. I've also included a video that shows the issue.[collection_info_test.blend](collection_info_test.blend)\n\n[collection_info_bug.mov](collection_info_bug.mov)",
"Particle Info Node does not return particle information in light nodes\nOperating system: Windows 10 Home\nGraphics card: Nvidia GTX 1080 \n\nBroken: 3.2.0 e05e1e369187\nWorked: N/A\n\n\nThe [Particle Info Node](particle_info.html) does not properly output values when used inside light nodes. It outputs the same values for all particles regardless of index, age, or position.\n\nNote that driving material properties of particles does work as expected. This problem seems to only be for lights using the \"Use Nodes\" cycles feature.\n\n\n\n1. Set the render mode to cycles\n1. Add a collection with a light in it\n1. Enable light nodes\n1. Import the \"Particle Info Node\" into the node graph and use one of the per-particle values to drive the color of the \"Light Output\" node\n1. Add a particle emitter\n1. Set the particle to the collection that houses the light\n1. Add a surface to cast light onto\n1. Render using cycles\n\nIn the attached `.blend` file each particle (rendered from frame 50) is expected to have a different light color. However, all lights within the particles are emitting the same color (see attached render).\n\n",
"Evaluate \"Add to Collection\" in Object > Collections panel\nIn the Properies {nav Object tab > Collections}, the '+' icon invokes the *Add to Collection* operator (the button next to it shows the same name, but actually invokes *Link to Collection* - this task is about the '+' button next to it!). \n\n\n\nWhen clicking it a new collection is created (which the name doesn't suggest) and the object moved to it. Problem is, the collection is not linked into the current scene. The user thinks nothing happened. You have to check the Data API or Blender File Outliner display mode to see that a collection was added. There actually is a way to link it to the scene, but it's pretty much hidden (can you find it? :) )\nA fake user is set, so this seems to be deliberate behavior. I assume it was more intended to be used for collection instances, where you might not want to link a collection, only an instance. And it's probably a left over from the old group system.\n\nCould we avoid this confusion?\nWe could just link the collection into the scene. Users can still unlink it. And the operator name could be *Add to New Collection*.",
"FADE INNACTIVE GEOMETRY MODE doesn't work properly with COLLECTION INSTANCES\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\n\nI really like this mode, but it feels likeit not completely done. It's not work with collection instances at all.\nHere is was my expectations and what it looks like currently: \n\nAnd even instances from other scenes ignore this mode too. Will be cool if it(instances) will work in stream ideology of this mode\n\n\nOpen this file [FADE INNACTIVE GEOMETRY DOESN'T WORK PROPERLY WITH INSTANCES.blend](FADE_INNACTIVE_GEOMETRY_DOESN_T_WORK_PROPERLY_WITH_INSTANCES.blend) and select (one by one) buttom figures (cone/torus/cube) and after selecting each one - press Tab.\nYou will see that instances ignores this mode\n\n",
"Missing icons for the release\nThere are typically a few new features for each release that need an icon. We can collect them here and make sure they are added before the release (before Bcon3 really).\n\nCurrently missing:\n\n- [x] Geometry Nodes Editor\n- [x] Line art modifier\n- [ ] Attribute domains {[F10162715](image.png) size=full}\n - Face corner icon is using a node snapping icon\n - Points probably shouldn't have a line\n - An icon for curve control points would be great\n- [ ] Asset icon (? Could re-use the Asset Browser icon, but rather have a dedicated one)\n- [ ] Asset Browser \"Unassigned\" catalog item\n- [ ] Asset Browser \"All\" catalog tree item (? Could also just be a regular parent item)\n- [ ] Asset Browser \"Open Blend File\" button\n\n- [x] Blender File (`FILE_BLEND` currently uses the Blender logo, which is wrong)\n\n**Sculpt tools:**\n*Postponed for the next release.*\n* - [ ] ~~Mask Filter Tool~~\n* - [ ] ~~Scene Project Brush Tool~~",
"Mark vertices of the active vgroup \nThis is a Follow up Design task for #38573\n\nIdea: When weight-paint colors are enabled with vertex selection (both editmode and weight paint mode), then show vertices in the active vgroup with a different color, even in wireframe mode. this way we can quickly step over vgroups and immediately see which vertices use that group.\n\nExample (mockup):\n\n\n\nAll vertices of the active vgroup are marked in dark pink (just an example). this allows to see in this case there are some stray vertices with zero on the right side of the mesh. \n\nThe markup color for 'vertices in active vgroup' could also be customized in the team settings.",
"Hold Out does not hold out Collection Hierarchy\nOperating system: Linux-5.19.0-50-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\n\nNested collections do not get held out if only the top level collection is held out.\n\n\nNote attached blend file.\n\n\n\nNote the foreground collection with 2 subjects in it. When holding out the foreground, the nested collections (collections held within the \"Foreground\" collection) are not held out.\n\n"
] | [
"Colored collection icons in the collection search dropdown don't adjust to the zoom level in Geometry nodes editor\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-12.10.16\n\nBroken: version: 2.93.0 Alpha\nWorked: -\n\nThe colored collection icons next to the search results in the collection search box drop down of the Collection Info node don't adjust to the zoom level in the Geometry Nodes editor.\n\nZoomed in:\n\n\nZoomed out:\n\n\n\nOpen this .blend file:\n[colored-collection-icons-not-zooming.blend](colored-collection-icons-not-zooming.blend)\n\nFrom startup file:\n* Add a few collections to the scene and give some of them a color.\n* Add a Geometry Nodes modifier to the default cube and add a Collection Info node. \n* Click into the collection input field: The colored collection icons wont have the same size as the colorless ones.\n* Repeat last step on different zoom levels to confirm.\n\n"
] |
Using GN generated attribute in shader editor drastically reduces Workbench viewport performance after switching from Eevee
Operating system:
Graphics card:
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)
When using attribute which is being generated by Geometry Nodes in Shader Editor, the Workbench viewport performance drops (especially navigation) drops drastically when switching to it from Eevee.
**NOTE: I am attaching stripped down version of a production scene because I have not succeeded in recreating the issue from scratch. Here is a proof that I tried to recreate the issue from scratch:**
[GNSlowNavigationBug.blend](GNSlowNavigationBug.blend)
**This attached file should contain all the same conditions which could possibly lead to the same bug, yet it does not happen in it.**
1. Open the attached .blend file: [Tree_SlowNavigationBug.blend](Tree_SlowNavigationBug.blend)
2. Switch viewport mode from Workbench to Eevee
3. Switch viewport mode from Eevee back to workbench
Result: The viewport performance is poor
Expected: The viewport performance remains unaffected
4. In the shader editor, in M_Bark material, disconnect the Attribute node
5. Save the file
6. Re-open the file
7. Switch viewport mode from Workbench to Eevee and then back to Workbench
Result: Disconnecting the attribute node solved the Workbench viewport performance issue
Expected: Using the GN generated attribute in shader editor does not have such extreme impact on Workbench viewport navigation performance.
NOTE: While the source of the issue may be the same as T94609 I am still reporting it as a new bug, since the effect and repro steps are different. | [
"Improve visualisation and manipulation of lights in the viewport\nThe idea is to better control/visualize light parameters in the viewport. Currently we can only control the spot angle of spot lights, the size of area lights and the light direction. \nConcept drawings by @eyecandy for reference, not the final design.\n**Tasks**\n- [ ] visualize light color (translucent filled? opaque outline? center circle?)\n\n- [ ] register gizmo undo\n- [x] make scaling transform follow the cursor exactly\n\nAdd gizmos to\n- [ ] spot light\n - [x] radius\n \n - [x] make scalable even when radius is zero?\n - [x] blend \n - [ ] spot angle via new gizmo type instead of arrow \n- [ ] area light\n - [x] constraint scaling in X/Y directions \n - [ ] beam spread (only supported in Cycles) \n - [ ] clip end/custom distance (only in Eevee) \n- [ ] sun lamp\n - [ ] angular diameter \n- [x] point light\n - [x] size ",
"White Noise(shader) with GN attributes issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Beta\nWorked: \n\nGN output face `\"id\"` can be used as factor for `White Noise` in a shader.\nWhile in Orthographic view it works as expected, in perspective 3D view it has some issues.\nRender is same as viewport (eevee & cycles).\n\n\n- Open attached file\n- When using Eevee there's a difference between User Perspective (broken) and User Orthographic (not broken) views\n- Cycles will work correctly in both\n\nFixed file: [white noise with GN attributes1105-fixed.blend](white_noise_with_GN_attributes1105-fixed.blend)\n\n[Original]\n[white noise with GN attributes.blend](white_noise_with_GN_attributes.blend)\n\n",
"Slow and laggy transforms using the tool pop-up box after clicking the transform gizmo\nOperating system: Windows 10 \nGraphics card: Geforce GTX 1650 Super\n\n3.5.0 (also same issue in 3.4.1)\n\nWhen I move/rotate the gizmo in the viewport with the mouse it is nice and responsive. However, when I use the rotate and move transform value sliders in the transform pop-up box the values are very slow to update and the viewport object being transformed lags quite drastically. Not only when using the mouse to slide value but using the increment arrows too. This seems to only be when using the TRANSFORM_OT_translate.value / TRANSFORM_OT_rotate.value / TRANSFORM_OT_resize.value \nAs a note the viewport side panel Item-Transform (Object.location, Object.rotation_euler, Object.scale) doesn't seem to have this problem and updates as it should, allowing nice responsive viewport updates as the value slider is dragged.\n\n- Unzip attached file\n- Open .blend file\n- Select any object\n- Rotate it with the help of viewport gizmo\n- Now change values from redo panel (notice slowdown).",
"Delete geometry node performance regression writing to multiple vertex groups in 3.1\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0\nWorked: 3.0.1 and older\n\nCaused by f5e5a0987a\n\nUsing a combination of Delete Geometry node along side the Armature modifier makes the node run slower and slower the more vertex groups armature is using. The difference is an immense drop from 144fps back to 8fps using the same .blend file in 3.0.1 and 3.1\n\n[Delete Geometry + Armature 3.0.1.blend](Delete_Geometry___Armature_3.0.1.blend)\n\n[Delete Geometry + Armature 3.1.blend](Delete_Geometry___Armature_3.1.blend)\n\n**.blend file overview**\n\n\nI would argue that this bug is a high priority issue and makes a lot of the character animation workflows impossible to use in 3.1 .\nDelete Geometry Node has been a replacement for the Mask Modifier ever since Geometry Nodes was introduced, it is a crucial part of a lot workflows. \n\n\n\n**More information if needed :**\n\n- Order of the modifiers does not matter\n- Vertex groups on the mesh have to be used by the armature for it to take an affect, however the vertex group used to delete the geometry is not being used by the Armature\n- The issue seems to be that the Node is now checking every single vertex group instead of the single attribute given to it\n- The more vertex groups used by the armature the worse the performance\n\n\n\n",
"EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n\n\n[crash.blend](crash.blend)\n\n\n",
"Mirror modifier with mirror object updates slowly\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 15)\nWorked: Never (2.79+)\n\nAdding a Mirror Modifier and using an empty or another object to mirror across, causes slow viewport performance.\n\n[#76102.blend](T76102.blend)\n\n- Open file\n- Move Suzanne - Notice performance\n- Remove Mirror Object from mirror modifier\n- Move Suzanne - Performance much better\n\nYou can apply subdiv modifier, it shouldn't have an effect.",
"Viewport Selection is getting slow depending on Scene Hierarchy depth / amount of objects\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Beta\nThis was also tested in 3.5.1 / 3.4 (not working as fast as expected)\n\nSelecting objects in the viewport and in the outliner is taking seconds and produces high CPU load.\nThe spikes on the CPU graph are only produced by selecting a geometry (single left click on geometry in the viewport).\n\nThe scene from the screenshot contains an agency export model with a lot of Emptys that are used for the scene hierarchy / CAD. 33K objects (22K emptys) / 55 Mio Triangles.\nAfter deleting the emptys the selection is getting a little faster but still lacks behind. (from 3 to 1.5 seconds)\nIn Isolation view (1 single mesh) deselecting and selecting a mesh again it also takes around 1 second to select the mesh again. In edit mode selecting a vert / edge is instant as usual.\nThe geometry had Custom Split Normals Data but removing the normals made no difference. \n\nTurning off Emptys selection in The outliner also brought not the same feeling like selecting in Edit Mode. \n\n- Open attached [15000_empties.blend](attachment) file (It is a simplified one)\n- Select any object from the 3D View\n\nNote: The more Empties hidden, the faster the selection becomes.\n\nThanks a lot making Blender this awesome <3\n\n[15000_empties.blend](attachment)",
"\"Regression\" : Using normal or bump maps in cycles produces flat washed-out shading (caused by terminator softening)\nOperating system: Windows 10 x64\nGraphics card: GeForce GTX 1660 Dual OC\n\nBroken: 2.81, 2.82, 2.83 from 2020-03-06 22:46\nWorked: 2.80\n\nCaused by c3be14e151\n\nUsing normal or bump maps in cycles produces flat washed-out results comparing to EEVEE.\nThe bug also appears in the latest 2.83 build, it affects both Diffuse and Principled Shader but not Glossy.\nNormal Map and Bump nodes seem to produce identical results with the 2.80 version, so the problem lies with the Shader node itself.\n\n\n[bug_report.blend](bug_report.blend)\n1. Open file\n2. Switch to Rendered viewport shading",
"All lights gets turned off when start dragging if the image render window is open on another monitor.\nOperating system: EndeavourOS (Arch Linux variant), Gnome, Wayland\nGraphics card: Intel A770\n\nBroken: 3.6.2.\nWorked: Don't remember.\n\nIn a multi-monitor setup with different scaling values, when the render result window is open on another monitor, if I drag the viewport in the rendered mode, every time the dragging starts, all lights get turned off. Please see the attached screen recording.\n\nBased on the attached .blend file.\n\n1. Find a computer that is running Arch Linux, Gnome, Wayland, and has two monitors with different scaling values like 100% and 150%.\n2. Start Blender.\n3. Switch to Rendered view mode.\n4. Add a cube.\n5. Render the image\n6. Don't close the rendered window but move the window to the secondary monitor\n7. Start dragging the viewport of Blender.\n\n",
"Blender Crash MacOS Arm M1 - Wireframe - Memory issue\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.1.2\nWorked: Any version using linux/windows\nWorked: version: 3.1.2 on Intel base Mac\n\nBlender crashes with a viewport in wireframe mode or tries to allocate ~100 GB memory when .\n\nBase: default blend file.\n\n1. Go to \"Geometry Node\" tab\n2. Create new node setup\n3. Add Mesh line node\n4. Set count to something big like 256^3 (this was my test case)\n5. Switch the viewport to wireframe\n6. Crash\n\nNote: Slower increase can lead to huge memory consumption by blender:\n\n\nExample node setup:\n\n\nSwitch to wireframe:\n\n\n",
"EEVEE Material Preview works significantly slower than before. \nOperating system: MacOS Mojave 10.14.6 (18G9323)\nGraphics card: Intel Iris Graphics 550 1536 MB\nMemory: 16 GB 2133 MHz LPDDR3\nProcessor: 3,3 GHz Intel Core i7\n\nBroken: (example: 3.0.1, 2.93.8 edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: 2.83.19 \n\nSwitching to \"Material Preview\" view mode (or Rendered) and any manipulation of a material (like adding new node) takes significantly longer than in previous version. \n\n1. Open attached file\n2. Click \"Material Preview\" view mode\n3. Wait until material is fully visible in the viewport\n\nI know my machine is not a great performance beast and my OS is pretty outdated (but I can't upgrade because of other apps that I use), but you can clearly tell that 3.0.1 works much slower. I tried also 2.93.8 version (LTS tab on blender.org) and the result is the same. Only 2.83.19 worked faster. I attached a video, it's realtime screen recording (the only editing within the video is blurring the mess on my desktop). Also you can find a blend file that was use to perform the test. [performance-test.blend](performance-test.blend)\n\n[blender_performance.mp4](blender_performance.mp4)",
"simply moving the render window is terribly slow\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13422 Core Profile Context 0\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nwith more complex scenes (such as for example blenderman file 57e5084f0fcf294119c5055c) once you render an image and you have eevee in render preview mode, moving the render window becomes very slow, probably because eevee returns to refreshing the previw render without needing it.\n\nsee the video\n\n[GRAbwindow.mp4](GRAbwindow.mp4)\n",
"EEVEE & Viewport Module\nThis page is in the process of being fully replaced by #eevee_viewport.\n\n---\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n- `(straightforward)` - *Task which is straightforward to implement, which don't rely on larger API changes or refactoring.* \n\n# Long Term Projects\n\nDevelopment may span multiple release cycles.\n\n- {icon circle color=yellow} #68989 ( Selection future-proof design)\n- {icon circle color=yellow} #68990 (Vulkan support)\n- {icon circle color=yellow} [D5442: LANPR line rendering (summer of code)](D5442)\n- {icon circle color=yellow} #68991 (Fisheye / panorama in EEVEE)\n- {icon circle color=yellow} #68993 (Stereo Panorama in EEVEE)\n- {icon circle color=yellow} #68994 (VR design / usability)\n- {icon circle color=yellow} #68995 (VR input integration and mapping)\n- {icon circle color=yellow} #68464 (Better Motion Blur)\n- {icon circle color=green} #68996 (OpenSubdiv GPU acceleration)\n- {icon circle color=green} #68997 (Panorama selection support in viewport)\n- {icon circle color=green} #68463 (Dynamic Indirect light cache)\n- `?` #68998 (Virtual Reality (XR/VR/AR/MR))\n\n\n# Medium Term Projects\n\nDevelopment should be possible in a single release cycle.\n- {icon circle color=red} #71347 (Virtual Reality - Milestone 1 - Scene Inspection)\n- {icon circle color=yellow} #68478 (World Light Extraction)\n- {icon circle color=yellow} #68453 (Anisotropic BSDF)\n- {icon circle color=yellow} #68456 (Shadow catchers)\n- {icon circle color=yellow} #68474 (Clustered Light Culing)\n- {icon circle color=green} #67579 (Improve NDOF navigation)\n- {icon circle color=green} #54638 (OpenGL headless rendering)\n- {icon circle color=green} #68479 (Pointiness support)\n- {icon circle color=green} #68460 (Multiscatter Glossy BSDF)\n- {icon circle color=green} #68459 (Hair BSDF)\n- {icon circle color=green} #68458 (Velvet BSDF)\n- {icon circle color=green} #68477 (Parallax Occlusion Mapping)\n- {icon circle color=green} #68468 (Depth of Field Refactor)\n- {icon circle color=green} #68472 (Light Nodetree support)\n- {icon circle color=green} #68470 (Shadow buffers)\n- {icon circle color=green} #60779 (3D Viewport clipping support)\n\n# Paper Cuts\n\nSmall improvements and polish.\n\n- {icon circle color=green} #64281 (Option to lasso-select using geometry instead of object centers.)\n- {icon circle color=green} #69282 (Ability to cancel viewport operations (rotate/pan/zoom))\n- {icon circle color=green} #68206 (Lag reading viewport depth buffer in LookDev mode)\n- {icon circle color=green} #70803 (Support Viewport roll - around the cursor position) `(straightforward)`\n- {icon circle color=green} #73214 (Armature Object's \"Display As\" does nothing)\n- {icon circle color=green} #73732 (Grid-lines vanish in perspective view, when viewed from the side)\n",
"Cycles rendered 3DViewport massive performance drop, using lights with node groups. --Intel MacOS--\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nSee screenrecording video! \nWhen switching to a light with nodegroups in Cycles rendered 3DView, performance drops a big time. (~50%).\n\n1. Open the performance.blend file with Intel MacOS blender 4.0, switch to cycles rendered 3DView, select the cube and rotate the view.\n2. Then switch to the caustic light and try to rotate the view again.",
"EEVEE: Implement fragment shader tangent space calculation\nOur Tangent basis calculation, even if multi threaded, is the bottleneck of many animation workflows.\n\nImplementing a GPU driven approach might be beneficial even if it will change the output a bit.\n\nFor reference, see `Listing 4. Procedural TBN basis.` in paper-lowres.pdf"
] | [
"Viewport performance drops drastically after switching from atributte visualization to solid view\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.11.2 30.0.14005.1000\n\n\nBroken: version: 3.0.0 Release Candidate\n\n\nI have a curve with an specific setup of geometry nodes, that for some reason, if I go from solid mode->eevee->solid mode again, it slow downs performance drasticaly for no reason. \nThe problem also occurs on objects that contain Sculpt Vertex Colors.\n\n\nOpen the file, switch to rendered view and then back to solid view. note that if you go back to eevee again the performace gets back to normal.\n\nIn the video below you can see the fps dropping in the corner. It wasn't recorded with default settings, but I tried restoring them and it gave me the same result\n\n[2021-11-27 20-52-26.mp4](2021-11-27_20-52-26.mp4)\n[geometry nodes slowdown.blend](geometry_nodes_slowdown.blend)\n\nNotes: \n- The problems seems to someway be related to the attributes that are being used in shader nodes or that are being visualized via vertex colors.\n- The amount of performance drop depends on the type of the attribute and where its stored.\n- It does trigger after using EEVEE or visualizing the vertex colors in Solid view, but it does not happens after switching from Cycles\n- in the case of Sculpt vertex colors, the performance drop stops if you change to sculpt mode"
] |
NLA strip scale broken
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94
Broken: version: 3.3.0
Worked: 3.2
Scaling (S) of NLA strip adds to Active Strip End Frame and makes action repeat itself inside the strip. Which is completely counterintuitive, because by scaling strip i want action to get longer, not repeat it.
Playback Scale slider doesn't help, because it doesn't allow me to snap strip to frames.
[NLA_scale_broken.blend](NLA_scale_broken.blend)
| [
"Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n\nIt seems to be deterministic in that I can reproduce it for a single frame of the animation; I attached the blend file for a minimal example of a single frame with the issue.\nThis issue does not happen in the progressive viewport render. Also, since the ao-map that I'm using to drive the displacement does not change over time but this happens only in some frames, it is likely not related to the displacement map but more to the *mesh and the adaptive subdivisions*.\n\nOpen the blend file and press F12 to render\n[adaptivesubdiv_issue_updated.blend](adaptivesubdiv_issue_updated.blend)",
"Area resizing sometimes activates neighboring area scrolling\nOperating system: Linux-5.7.10-201.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nwhen resizing windows, it will trigger the verticle slider some times\n\n[resize bug.mp4](resize_bug.mp4)",
"'Solve Camera Motion' operator sometimes prevents Auto Save from running\nBroken: 3.5.1, 3.6\nWorked: maybe 3.4\n\nInvestigated in #107421 by @3di.\nIt's still unclear when this happens, but it could be replicated with the attached file.\nThe function `void wm_autosave_timer(Main *bmain, wmWindowManager *wm, wmTimer * /*wt*/)` in `wm_files.cc` skips AutoSave if any modal operators are running.\nIn this case, this can happen with the `\"CLIP_OT_solve_camera\"` operator even after the operation is theoretically completed.\n\n- Unzip attached .blend file\n- Go to \"Motion Tracking\" workspace\n- In the solve tab, press `Solve Camera Motion`\n\nAuto Save stops saving or saves very late.\n\nno%20autosave.zip?dl=0\n\n",
"Line Art Thickness doesn't consider Render Resolution Percentage\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.2\nBroken: version: 3.4.0 Alpha\nBroken\n\nWhen using Line Art Modifier, on a Grease Pencil Object in Screen Space Mode, Line Thickness doesn't scale with resolution as expected. \n\n1. Open new General Startup File\n2. Create New Object>Grease Pencil>Scene Line Art\n3. Under Object Data Properties>Strokes>Stroke Thickness and set to World Space\n4. Set Render Resolution % to a factor. line thickness will be different than expected\n\n\n\n\n\n",
"Armature animation glitch when using collection instances across scenes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\nWorked: Probably never (2.90 is buggy still)\n\nWhen an armature is included in a collection, and that collection is instanced in another scene, selecting a bone or moving in the timeline creates a seemingly random time-jump in the posing/animation, until the bone is moved, at which point the whole armature snaps back into its real position.\n\nThis issue only occurs when an armature is included in a collection that is instanced in another scene. If the armature is not in a collection or is not instanced, the animation plays back as expected. The meshes under the armature does the same, if one mesh stays in the collection, the bug still happens, everything needs to be removed for the bug not to happen.\n\nWorkaround:\nMoving the bone causes the entire armature to snap back into its correct position, so this can be used as a workaround to keep the animation accurate. Alternatively, the armature can be removed from the collection and into the main scene hierarchy.\n\nThank you for looking into this issue.\n\n* Open attached file\n* Click on any bone\n\nThe pose will change. Change frame and pose will jump unexpectedly again.\n\nSome info that may be helpful: This issue seems to happen when persistent data is enabled and frame is rendered. Armature will then \"remembers\" last rendered frame. The cause may be linked to usage of Autorig pro addon.\n",
"Volume overlap clipping\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.2\n\n<tr>\n <img src=\"attachment\" alt=\"Snag_a8e98af\" height=400px></td>\n <img src=\"attachment\" alt=\"Snag_a8e98af\" height=400px></td>\n</tr>\n\nOverlapping VDB/Volume objects create clipping issues where empty space of one volume meets another volume. Changing VDB space from Object to world does not address this issue, neither does changing the float precision from from half to full. Neither does increasing the volume steps, volume light bounces, or the transparency light bounces.\n\nThis has been a consistent issue now since maybe as far back as 2.79, then it could be mitigated by the \"optimise empty space\" being disabled, but now that's seemingly gone, the issue is back and really needs addressing. \n\n\n- Open the attached Blend file\n- head into rendered viewport.\n\nYou will see clipping like in the images attached\nAlternatively, just add a vdb or volume bake to a scene and instance it or duplicate it to overlap with one another and in Cycles you will see the clipping happen\n\nDownload from this link [NEW LINK](p6qN69KLpCFbMHc)\n\nThank you for looking into this\n\nEDIT: Updated link",
"Fix preview flickering when using \"Adjust Last Operation\"\nTweaking properties in the \"Adjust Last Operation\" panel removes all previews for a moment, causing quite drastic and annoying flickering.",
"Blender crashes with EXCEPTION_ACCESS_VIOLATION when executing the sequencer.duplicate_move operation while in background\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0\nWorked: *unknown*\n\n\nWhen running the operator: `bpy.ops.sequencer.duplicate_move` while Blender is backgrounded with the `--background` command line argument the process crashes.\nSee more details in in `bug-report.zip/README.md` and `bug-report.zip/render-frames.crash.txt`\n\nA snippet of the python code triggering this crash is here (the entire source can be seen in the attached .zip):\n```\n override = bpy.context.copy()\n override[\"workspace\"] = bpy.data.workspaces[\"Scripting\"]\n override[\"screen\"] = bpy.data.screens[\"Scripting\"]\n override[\"area\"] = editor\n override[\"region\"] = editor.regions[-1]\n strip_len = len(strip.elements)\n retry = 5\n while(not bpy.ops.sequencer.duplicate_move.poll(override)):\n retry -= 1\n if retry < 0:\n print(\"Couldn't duplicate for pingpong ... quiting\")\n return False\n bpy.ops.sequencer.duplicate_move(\n override,\n SEQUENCER_OT_duplicate={},\n TRANSFORM_OT_seq_slide={\n \"value\": (strip_len, 0),\n \"snap\": False,\n \"snap_target\": 'CLOSEST',\n \"snap_point\": (0, 0, 0),\n \"snap_align\": False,\n \"snap_normal\": (0, 0, 0),\n \"release_confirm\": False,\n \"use_accurate\": False\n }\n )\n```\n\nDownload bug-report.zip and extract it. Follow detailed steps in README.md.\nIn summary:\n\n- Notice the happy case when running the following command a test movie of 6 frames is rendered to the output directory set in `render-frames.blend` by default this is in `/tmp/`. Blender is left in the forground because `--background` was not supplied\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --python-text render-frames\n```\n\n- The crash occurs when supplying the `--background` flag in addition to the above\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --background --python-text render-frames\n```\n[bug-report.zip](bug-report.zip)",
"BKE_nlatrack_add behavior is incorrect\nOperating system: N/A\nGraphics card: N/A\n\nBroken: 3.1\nWorked: N/A\n\nThe way the `prev` argument is interpreted for the `BKE_nlatrack_add` function makes it impossible to add an `NlaTrack` to the bottom of a track list.\n\nPassing in a `prev` value of `NULL` adds a track to the top (visually). However, this is technically incorrect because to add it to the \"top\" of the list actually means that `prev` should be an existing track (it's slightly confusing because the order in the UI is the opposite of how it's represented in data).\n\nIf I were to speculate, I'd say that interpreting `NULL` as a flag to add it to the \"top\" of the list was done as a convenience, since this is probably what the user would want as a default. However, it's still technically incorrect and wonky. There are only a handful of places were `BKE_nlatrack_add` is called, so cleaning it up shouldn't be too big a job.\n\n\n[nlatrackaddbug.blend](nlatrackaddbug.blend)\nThe following script reproduces the bug:\n\n```\nimport bpy\n\nobject = bpy.context.view_layer.objects[0]\nobject.animation_data_clear()\nobject.animation_data_create()\ntracks = object.animation_data.nla_tracks\n\n# ADD A TRACK TO START\ntrack = tracks.new()\n\n# ADD TO TOP (previous track is the one we just made)\nlast_track = tracks[-1]\ntrack = tracks.new(prev=last_track)\ntrack.name = '01 ADD TO TOP'\n\n- ADD TO BOTTOM\n- ERROR: adds it to the top as well!\ntrack = tracks.new(prev=None)\ntrack.name = '02 ADD TO BOTTOM'\n```",
"VSE: Splitting Speed effect strip break movie continuity\nOperating system: Linux-5.11.0-41-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: this seems to be broken for years\n\nWhen splitting a strip that has a Speed effect applied, there's a break in continuity of the video: last frame before the split does not match the first frame after the split. As a user, I expect that a split operation keeps continuity.\n\n1. Add a movie/image sequence strip\n2. Apply a Speed Effect sequence over it, then set Speed Control to Multiply and set it to 10 (any value should work, but higher ones should make the problem easier to spot)\n3. Move the playhead to the middle of the strip and hit K to split it\n4. Check that there's a break in continuity at the split\n",
"Make \"offset edge loop\" slide evenly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\n\n\n\n[2019-09-17_15-04-45.mp4](2019-09-17_15-04-45.mp4)\n\nJust repeat the video example\n",
"VSE: Operators missing cache invalidation\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.1.0 Alpha\n\n\nThese things were also reported in: #90415 but not fixed yet. Invalidate cache = restart prefetch frames. \n\nScene Strips:\n - 3D View object changes in referenced Scene strip need to invalidate cache.\n - Changing the Post Processing setting in the referenced scene in a scene strip needs to invalidate cache.\n - Changes in Compositor need to invalidate cache.\n\nText Strips:\n - Doesn't update while entering text, but do when changing Wrap Width.\n\nSnap Strips to Current Frame:\n - Is not caching from the Playhead position. It actually makes prefetch caching stop. And it will only start again if Show Cache is disabled and reenabled. \n\n\nModifiers:\n - Curves doesn't update Preview while dragging curve points, only on release.\n\nUnmute Strips:\n - Need to invalidate cache.\n\nBtw. caching still needs to work when reverse playing and also needs to keep some frames cached on the left side of the playhead for quick reverse playing. There might be an old report open for this, but I can't remember.\n\n\n",
"Video Sequence Editor cache not updating for scene strips\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nNot sure if I'm doing something wrong here, but the Video Sequence Editor is not updating scene strips when changes are made to the scene (like object/camera manipulation).\nWhatever is cached before the change stays in memory. The only way to force the update I've found so far is to change the \"Preview Shading\".\n\nThe expected behavior is that any visual change made to the scene in the scene strip would be updated real-time without changing the Preview Shading every time.\n\nThis isn't the case in 2.79. For the most part, I found scene strips updating when I made changes to the scene. If it won't update for some reason, I'd toggle something that won't affect my scene (like \"Show Grease Pencil\" when I have no GP elements).\nWhile even this wasn't ideal, at least I wasn't forced to change the strip visually to force the update, and it didn't need to be done every time.\n\nIf this isn't a bug but it's a settings issue, maybe the defaults need to be changed to make it work as expected.\n\n1. Add a scene strip to the VSE.\n2. Playback the timeline in VSE.\n3. Do something to change the scene. (e.g. Add a new Cube, move the camera, etc.)\n4. Scrub the timeline in VSE, and you should find that wherever there is cache, the scene doesn't update.\n\n[T66891_VSE_cache_scene.blend](T66891_VSE_cache_scene.blend)",
"driver on an NLA animated time strip isn't purple and cannot be removed\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.93.0 Alpha\n+ version: 2.92.0\nWorked: never\n\nWhen adding a driver on an NLA animated time strip value, the value does not turn purple, and cannot be remove.\nDon't know if it's related or not, but you also cannot delete/clear keyframes on that particular value aswell. Should i do another bug report ?\n\n(see video attached)\nanimate the default cube (example : revolution on Z axis, from frame 1 to 250)\ncreate an empty, add a custom property, animate that property\ncopy the custom property as a new driver\ngo to the NLA, push down the cube action, go to it's strip option and check \"animated time strips\"\npaste the driver on the \"animated time strips\" value\n[bugreport_drivercolor.mp4](bugreport_drivercolor.mp4)",
"Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n\nbad\n\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n"
] | [
"NLA Editor Scale does not effect playback scale (speed)\nOperating system: macOS-12.6.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D500](D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.5.0 Alpha\nWorked: I tried different version and all have same issue.\n\nIn the NLA editor if I press \"S\" to scale a strip this should scale the playback speed as well, but it does not.\n\nIn the NLA editor if I press \"S\" to scale a strip this should scale the playback speed as well, but it does not. Example: I select a strip, press \"S\", drag right edge to double original length. Play the animation. The animation still plays at original speed. If I go to the Action Clip panel on the right and change the Playback Scale I can change the strip length and playback speed successfully. If I previously changed the strip length using scale \"S\" and then go to Action Clip panel on the right and increment the Playback Scale a tenth it will suddenly overwrite the change I just made with the \"S\" shortcut.\n\n",
"Regression: Scaling of NLA Strip Via S Hotkey Not Working\nOperating system: Win 10 x64\nGraphics card: 3080 TI\n\nBroken: 3.3.1, caused by bd00324c26\nWorked: 3.2.0, e05e1e369187, master, 2022-06-08 10:22\n\nHotkey S seems to not be affecting the 'playback scale' value when scaling an NLA strip.\n\n\n- Open attached file\n- Select NLA strip,\n- press {key S 2} enter. \nThe scale value (in the Sidebar) is unchanged, and if you play the animation, it loops twice instead of being played 2x slower.\n\n\nIf you scale manually in the N sidebar, there are no issues. \n\n[NLA_scale_issue.blend](NLA_scale_issue.blend)"
] |
Face Normals display as NOT mirrored when Mirror Modifier is used
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89
Broken: version: 3.0.0
Worked: version: 2.79b, hash: `f4dc9f9d68b`
Activating "Display Face Normals" from the Viewport Overlays menu when a Mirror Modifier is used will incorrectly show the mirrored Face Normals as if NOT mirrored. This is only a display error, applying the Mirror Modifier will result in correctly mirrored normals. Vertex Normals and Edge Normals display correctly from the Viewport Overlays menu, the bug only affects Face Normals, as shown in the attached images. This bug appears to date back to at least 2.92, but perhaps further. The only Blender version I have installed where the bug does not occur is 2.79b.
1. Open a new file, and delete all but one face of the default cube.
2. Add a mirror modifier and enable display on Edit and Cage.
3. Enter Edit Mode and check the Face button beside "Display Normals" in the Viewport Overlays menu.
4. Observe that the Normal drawn on the mirrored face is facing the same direction as the non-mirrored face.



| [
"Mirror UI in does not update immediately when a shortcut is assigning \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.2.0\nWorked: for sculpt mode it used to work in blender 2.80-2.92, broke in blender 2.93 and up. \n\nAssigning a shortcut to the mirror widget in any mode does not immediately trigger a ui update when pressed.\n\n- Enter sculpt or any other mode\n- Assign shortcut to the mirror x widget, v for example since its unassigned by default \nUI does not update immediately when pressing the shortcut, mouse cursor need to hover over the ui to trigger the update, this used to work in 2.80-2.92, but since 2.93 and up the ui does not refresh after pressing the shortcut. \nVideo of the issue:\n[Blender 2022-07-02 14_30_21_Trim_Trim.mp4](Blender_2022-07-02_14_30_21_Trim_Trim.mp4)",
"Bevel improvements for \"Correct Face Attributes\"\n@mano-wii recently made a new commit {4387aff99e01} for adjusting uv's during mesh transformation. After discussing with him and @ideasman42 I was asked to add a new task with suggestion for improvement to the bevel operator so that it works well with **correct face attributes** like mesh transform does. \n\n---\n**Relevant links**\n\n#78671 (Improvements to \"Correct Face Attributes\")\n\n---\n\nSettings for **correct face attributes** can be found in the top right corner of the 3d viewport.\n \n\n\n**Bevel - bevel edge(s) currently does not work with **Correct face attributes****\n\n[bevel does not correct uv.mp4](bevel_does_not_correct_uv.mp4)\n\n**Suggested behavior for bevel**\nStep 1 - selection\n\n\nStep 2 - bevel\nCreated face inherits uv coordinate from one face and then uv coordinates are corrected. UV overlap are expected in a lot of cases.\n\n",
"Baking of normals show different results between versions\nOperating system: Win 10\nGraphics card: Geforce 3060\n\nBroken: 3.5.1\nWorked: 3.4.1\n\nThis changed in 75ad8da1ea6799e3983e4146f4b20dc4bfbb8415\n\n\nBaking of normal map differnet between Blender versions\n\nThe Attached blend file will output differnt result when trying to bake the normals.\nThe Mesh is part of a comercial mesh I use, therefore I cannot share the whole mesh, but in the blendfile you just need to bake the normals in blender 3.4.1 and then in 3.5.1\nThe results are differnet.\n\nBlender 3.5.1 seams to have some bug in the baking or handles the baking differnt.\n\nEdit:\nSeams like the Auto-Smooth of meshes bauses this difference between the versions",
"Regression: broken normal shading, sharp edges appear on smooth surfaces.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: 2.93, version: 3.0.0 Alpha\nWorked: 2.83.9, 2,92\n\nCaused by 1c22b551d0\nTo fix this, 5c4d24e1fd got reverted\nProblem still persists though...\n\n\nIn newer versions normal mapping looks broken, sharp edges appear.\nEevee and Cycles have same bug.\n\nupdated: [untitled.blend](untitled.blend)\n\ndifference in shading\n**2.93 on top, 2.8 down below:**\n\n\nThis effect appears even with very small angle of clean surface (without normal maps)\n\n\n\n<video src=\"2021-05-18_16-17-05.mp4\" title=\"F10122604/2021-05-18_16-17-05.mp4\" controls></video>",
"Applying negative scale inverts multires displacement\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.82a, 2.90 Alpha (542ff416e274)\nWorked: 2.79b\n\nWhen multires-sculpting an object, then mirroring it on any axis and then applying the scale, the multires displacement inverts - turning inside out. Flipping normals (either before or after applying scale) doesn't help.\nIn 2.79b, multires data is retained correctly after applying scale, although normals need to be flipped afterwards.\n\n1. Pick the default cube, add a multires modifier to it.\n2. Subdivide a bit for good measure, sculpt something.\n3. In object mode, mirror the object on any axis.\n4. Apply scale.\n5. Observe the sculpt turning inside out.",
"Wayland: Windows reset when reloaded on a multi-monitor configuration\nTested in gnome-shell with `8f915f0efba3da652ad06fa9fcfba7d6ca26e719`.\n\n- Open blender (`--factory-startup`).\n- Create a new main window.\n- Move it onto a second monitor.\n- Save the blend file.\n- Re-open the blend file.\n- Both windows are on the same monitor.\n\nWhen both windows are full-screen the windows are assigned separate monitors, although the order may be swapped.\n\n----\n\n**Note**\n\nWayland doesn't support absolute window positions, which is used by other platforms to ensure windows open on the correct monitor. Nevertheless uses will it likely expect this functionality to remain supported (we've had reports whenever this functionality fails on other platforms #34962 for e.g.).\n\nI've mailed the wayland-devel list to check if this is something that could be supported: 042326.html",
"Face orientation - no colors in X-Ray\nOperating system: windows 10\nGraphics card: NVIDIA GeForce GTX 1070 \nsame issue on different pc Samsung NP900X3C\n\nBroken: 2.83.2 and 2.90.0-f319eec88186 (latest 2020 jul 14)\nWorked: 2.80 ~ 2.82\n\n**Face orientation in X-Ray view does not show transparent colors(blue and red)**\n\n1) turn on face orientations ; \n2) turn on toggle X-Ray\n\n![2020-07-14 21-26-43.mkv_snapshot_01.48_[2020.07.14_21.57.56].png](2020-07-14_21-26-43.mkv_snapshot_01.48__2020.07.14_21.57.56_.png)\nhere how it works in 2.83.2 & 2.90.0 [2020-07-14 22-43-43.mkv](2020-07-14_22-43-43.mkv)\nand how it should like in 2.80 ~ 2.82 [2020-07-14 22-49-24.mkv](2020-07-14_22-49-24.mkv)",
"Surface smoothing when sculpting does not respect mirror modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.0\n\nSmoothing in sculpt mode using Surface deformation does not respect the clipping option of the mirror modifier. This is not the case in the other brushes.\n[0281-0782.mp4](0281-0782.mp4)\n\n1.Creatre an object with at least one plane of symmetry.\n2.Delete one side and add the mirror modifier to fill that same side.\n3.In sculpt mode, try smoothing over the mirror seam using Surface deformation.\n\n",
"wireframe object shows face orientation when other close to it\nOperating system: Linux-5.14.17-hardened1-1-hardened-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 21.2.5\n\nBroken: version: 3.0.0 Beta\n\n\n\n\nadd 2 cubes side by side\nchange display to `wire` for a cube\nopen `face orientation` in `viewport overlays`\nwireframe cube will show face orientation unexpected\n[bug.blend](bug.blend)\n",
" Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n\n\n\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)",
"Expose symmetry options for operators that use them in weight paint\nCurrently there are quite a few weight paint operators that use the symmetry/mirror setting under the hood.\n\nThis is great, but we should expose this in the operator settings so that is might be easier for the user to realize that the mirror/symmetry options also influence operators if they are on.\n\nThe new exposed operator settings should use the current symmetry options from the mesh/object.\nBut the user can then see and set the symmetry value manually in the operator if they wish.\nThis can be used to create custom shortcuts/key binds that always has symmetry on or off.\n\nThe operators use `ME_SYMMETRY_X` or `ME_EDIT_VERTEX_GROUPS_X_SYMMETRY` and are in `source/blender/editors/object/object_vgroup.c` and `blender/editors/sculpt_paint/paint_vertex_weight_ops.c`.",
"Mesh Mirror Node\n{[F9914997](mirror.png) size=500}\n\n**Changes and simplifications in comparison to the modifier:**\n\n1. It reflects on an arbitrary plane which is defined by position and rotation.\n\n2. It shows a gizmo that visualizes the reflection plane.\n\n3. Merge by distance operation can be done by a separate node.\n\n**Open Questions:**\n\n1. Will we handle UV data in this node or a separate one?\n\n2. How to handle the Bisect option. Having Bisect as separate node makes sense, but to use it in combination with the mirror node would require to some effort to get them lined up correctly e.g. using at least the same plane for both nodes.",
"Mirror Vertex Group inherits the \"All Groups\" setting from Weight Paint mode > Weights > Mirror\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I am not sure, probably never\n\nMirror Vertex Group (1) function (from Data tab, Vertex Groups menu) seems to inherit settings from Weight Paint mode, Weights menu, Mirror (2) function. I'll call them (1) and (2) for short.\n\n\n(1) is supposed to mirror a single vertex group (the one selected in the Vertex Groups sub-panel).\nBut if I use (2) and give it the \"All Groups\" option, then the next time I try to use (1) it mirrors all vertex groups instead of just the selected one.\n\nI don't believe that this is intentional. (1) does not provide any settings so it can be very confusing when its default functionality changes with no way to control it.\n\nLet me know if a test file is necessary.\n\n",
"Bevel modifier. Incorrect behavior on vertexes where three or more edges with a bevel converge.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe bug is noticeable when the number of segments is greater than 1 and the profile value is greater than 0.5. There is a violation of flatness on convex vertexes. The outer loops of the bevel are correct, but the filling of the angle inside is incorrect.\nThe same bug appears if you use the bevel operator instead of the modifier.\nThe bug is also observed in previous versions of the Blender, at least after 2.93.\nOn concave vertexes, the bug is also present, but less noticeable.\n\nExtrude a cube face, scale it and shift it to form convex and concave vertexes. Add a bevel modifier with 2 or more segments and a profile from about 0.5 to 0.99(9).\n\n",
"Masks overlay not visible with Mirror Modifier\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: Unclear. Tested all the way back until 3.1\n\nThe mask overlay is regularly disappearing when using modifiers. The most reliable to reproduce this issue is the Mirror modifier.\n\n- Add an object with a mirror modifier\n- Duplicate the object\n- Enter sculpt mode on one of the objects and create a mask\n- Exit sculpt mode, select the other object, then the primary object again and enter sculpt mode (The mask is no longer visible)\n- Use the shortcut `Alt Q` to switch to another object and switch back (The mask should now be visible)\n- Or disable the modifier and the mask should appear."
] | [
"Generative modifiers (solidify, mirror) draw face normals from original face (wrong direction)\n@Baszczer information\nOperating system: Ubuntu 20.04\nGraphics card: Radeon Pro WX 7100\n\n@Alaska information\nOperating system: Linux-5.4.0-7629-generic-x86_64-with-debian-bullseye\nGraphics card: GTX 1050Ti 440.82\n\nBroken: 2.83 (2020-05-26 22:42) `f772a4b8fa`, 2.90 (2020-05-26 20:02) `eb5422828a`\nWorked: 2.82a\n\n**Short description of error:**\nThe viewpoint overlay for displaying faces normals in edit mode for faces that are part of a solidify modifier will always point in the direction of the face normal being solidified with Blender 2.83 and 2.90.\n\n\n2.82a\n\n\n2.83/2.90\n\n**Exact steps for others to reproduce the error:**\n1. Open Blender.\n2. Add a plane.\n3. Give the plane a solidify modifier.\n4. In the modifier panel, enable the \"On cage\" option for the solidify modifier.\n5. Enter edit mode on the plane. \n6. In the viewport overlays enable the \"Display normals\" option for faces. \n\n[#77090 - Solidify Normals.blend](T77090_-_Solidify_Normals.blend)\n\nIn 2.82a, this will be have as expected. The normal lines will be perpendicular to the faces of the solidifies plane. In 2.83, all the normal lines align with the normal line of the face being solidified.\n\nVideo because I feel like I'm having a hard time explaining this in words:\n[2020-05-27 22-55-31.mp4](2020-05-27_22-55-31.mp4)"
] |
changing light power to 11W crashes
Operating system: Windows 10 pro, 64bit
Graphics card: gtx980M
Broken: 2.80.0, 7d792976e100-windows64
(example: 2.79b release)
(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)
Worked: (optional)
Crash from default (no .blend / "New") by changing light power.
Based on the default startup:
Right click on the light.
Properties->Object Data->Power
Remove previous value and type in (no quotes) '11W'
Crash.
Leaving off 'W' does not cause crash.
Apologies if dupe, could not find.
| [
"Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n",
"Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n",
"Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.",
"Application templates crashes if the startup.blend of the application template contains scene named \"Asset\"\nOperating system: Windows-10-10.0.22621-SP0'\nGraphics card: NVIDIA GeForce RTX 2070 Super with Max-Q Design/PCIe/SSE2\n\nBroken: 3.5.1 2023-04-24 18:00 e1ccd9d4a1d3\nWorked: Never\n\nApplication templates that contain certain pattern in startup.blend lead to Blender to crash.\nApparently occurs when the scene is created with the name \"Asset\" and used as a application template.\n\n- Download attached [MCE.zip](attachment) file\n- Install the attached application template file (`Blender` menu > `Install Application Template...`).\n- Load it (choose the new \"MCE\" option in `File` > `New`).\n\nBlender crashes.\n\nAttached also the `blender.crash.txt` and another template.\n\n[MCE.zip](attachment)",
"All lights gets turned off when start dragging if the image render window is open on another monitor.\nOperating system: EndeavourOS (Arch Linux variant), Gnome, Wayland\nGraphics card: Intel A770\n\nBroken: 3.6.2.\nWorked: Don't remember.\n\nIn a multi-monitor setup with different scaling values, when the render result window is open on another monitor, if I drag the viewport in the rendered mode, every time the dragging starts, all lights get turned off. Please see the attached screen recording.\n\nBased on the attached .blend file.\n\n1. Find a computer that is running Arch Linux, Gnome, Wayland, and has two monitors with different scaling values like 100% and 150%.\n2. Start Blender.\n3. Switch to Rendered view mode.\n4. Add a cube.\n5. Render the image\n6. Don't close the rendered window but move the window to the secondary monitor\n7. Start dragging the viewport of Blender.\n\n",
"Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)",
"Burned Out Screen Space Reflections in Eevee Viewport - Nvidia GT 750M\nOperating system: macOS 10.14.3\nGraphics card: NVIDIA GeForce GT 750M 1024 MB\n\nBroken: 2.90.0\nWorked: 2.79\n\nIn some cases I detected that the Screen Space Reflections in Eevee Viewport gets out of control.\nA few seconds after switching to the viewport (even when viewport samples are set to 1) the issue kicks in and – as the sampling continues – an increasing percentage of the reflections get totally white.\n\n\n\nThe renders are correct.\nSurfaces affected by reflection planes are correct.\nHiding the chandeliers meshes solves the problem. Switch tab and back for this to work.\n\nI was able to strip down the scene and identify the source of the problem: Originally I set up the glass material with \"multiply\" blending. This was converted (when opened with belnder 2.82 alpha) to a \"Shader to RGB\" and a \"Transparent BSDF\" node. [1]\n\nThe \"Shader to RGB\" causes the problem in 2.82.\nThe \"multiply\" blending of the material causes it in 2.8.\n\nOpen the attached file.\nSwitch to LookDev or Rendered viewport.\nWait.\n\n[Chandelier.blend](Chandelier.blend)",
"blender crash if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value",
"Wrong context override crashes Blender\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.5.0\n\nI have a crash on executing simple Python script. Script contents wrong context override\n\nHere is the code that crashes Blender:\n```Py\nimport bpy\nfrom bpy import context\n\narea = [area for area in bpy.context.screen.areas if area.type == \"VIEW_3D\"][0]\n\nwith context.temp_override(area=area):\n bpy.ops.view3d.render_border('INVOKE_DEFAULT', wait_for_input=True)\n```\nThere is a mistake, region is not overridden, that's required by render border. But instead of showing an error, Blender crashes.\n\n",
"USD: Crash when loading the Intel Moore Lane demo asset (related to Color Attributes)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 4.0.0 Alpha\nWorked: version: 4.0.0 Alpha\n\nCrashes during import of the Intel 4004 Moore Lane asset. Seemingly related to Color Attribute processing though the stack traces for the crash are not related.\n\n- Download the \"4004 Moore Lane v 1.1.0\" asset: 4004-moore-lane/\n- Attempt to import the `USD\\4004MooreLane_III_03_ASWF.usd` file with default settings --> observe crash\n- Attempt to import the same file but with the \"Color Attributes\" option unselected --> works\n\nOddly, the crashing stack occurs inside tbbmalloc and while seemingly dealing with mesh normals...\n```\n...\ntbbmalloc.dll!00007ffd7fa29f4e()\tUnknown\nblender.exe!MEM_lockfree_mallocN_aligned(unsigned __int64 len, unsigned __int64 alignment, const unsigned char * str) Line 310\tC\n[Inline Frame] blender.exe!blender::GuardedAllocator::allocate(unsigned __int64) Line 47\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::allocate(__int64) Line 425\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::get_buffer_for_size(__int64) Line 419\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::{ctor}(__int64) Line 122\tC++\nblender.exe!blender::bke::mesh::mesh_normals_loop_custom_set(blender::Span<blender::VecBase<float,3>> positions, blender::Span<blender::VecBase<int,2>> edges, const blender::offset_indices::OffsetIndices<int> faces, blender::Span<int> corner_verts, blender::Span<int> corner_edges, blender::Span<blender::VecBase<float,3>> vert_normals, blender::Span<blender::VecBase<float,3>> face_normals, const bool * sharp_faces, const bool use_vertices, blender::MutableSpan<blender::VecBase<float,3>> r_custom_loop_normals, blender::MutableSpan<bool> sharp_edges, blender::MutableSpan<blender::VecBase<short,2>> r_clnors_data) Line 1368\tC++\nblender.exe!blender::bke::mesh::mesh_set_custom_normals(Mesh * mesh, float[3] * r_custom_nors, const bool use_vertices) Line 1642\tC++\nblender.exe!blender::io::usd::USDMeshReader::process_normals_face_varying(Mesh * mesh) Line 797\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh_sample(blender::io::usd::ImportSettings * settings, Mesh * mesh, double motionSampleTime, bool new_mesh) Line 853\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh(Mesh * existing_mesh, USDMeshReadParams params, const char * * __formal) Line 1094\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_object_data(Main * bmain, double motionSampleTime) Line 249\tC++\nblender.exe!blender::io::usd::import_startjob(void * customdata, bool * stop, bool * do_update, float * progress) Line 288\tC++\n\n```\n\n",
"Background scene cause a crash in render animation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: \n - 2.92.0 Alpha\n - 2.91.0\n - 2.90.1\nWorked: 2.83.9\n\nBackground scene makes blender unstable and cause a crash in render animation\n\n- Open default startup file.\n- Create a new scene named \"Scene.001\".\n- Assign default scene \"Scene\" as the background scene of \"Scene.001\" in scene properties.\n- Assign default camera as the camera of \"Scene.001\" in scene properties.\n- Hit render animation from render menu.\n- After a couple of frames rendered, blender crashes.\n\nTested in different situations i had some problems.\nI think assigning a background scene makes blender unstable in general.\nOccasionally crashes when opening a file which has background scene.\nThe worst case is render animation.\n\n[Background_Scene_Crash.mp4](Background_Scene_Crash.mp4)\n\nReproduction steps with this file:\n1. Open file.\n2. Start Render Animation.\n[#83852.blend](T83852.blend)\n",
"Blender 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n",
"Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n\n",
"ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n",
"EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)"
] | [
"mathematical operations in light 'power' field with letter W crash Blender\nWin 10\nBlender 2.80 2019-02-18 00:23 7d792976e100\n\nDoing any mathematical operations in light's \"power\" field if there's a letter \"W\" present crashes Blender. For example try typing +2 or /2 after or before \"W\" letter. When you delete the letter \"W\" it works as expected."
] |
CyclesX Tiles and "persistent data" throws an error on render completion
Operating system: Windows10 20h2
Graphics card: RTX3090, RTX2080Ti
Broken: (blender-3.0.0-alpha+master.34cf33eb1209-windows.amd64-release, master, 2021-10-03, Daily build)
Worked: (Blender 2.93, before CyclesX integration)
Error on render completion when using "auto tile" feature in CyclesX, along with "Persistent data".
1. Load the attached file into today's daily build of 3.0 alpha. (3rd september, 2021)
2. Hit <F12> key to render image. Should render fine.
3. Hit <F12> key again. Persistent data feature should kick in. Render should throw an error "Error reading tiles from file" (screenshot of info window attached).
4. To get rid of the error, disable "persistent data" in render settings>performance section. Then hit <F12> to render again, should render fine this time.

Based on the attached .blend file (as simple as possible).
[Persistent_Data_CyclesX_Tiles_BUG.blend](Persistent_Data_CyclesX_Tiles_BUG.blend) | [
"Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n",
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"Line Art errors when rendering small details\nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.1\nBroken: version: 3.1.0 Beta\nBroken: version: 3.2.0 Alpha\n\nWorked: version: 2.93.8\n\nLine art when rendering fine edge mark details now produces errors that were not present in 2.93.\n\n**Example of Error**\n{[F12864446](3.0_World_Space.png)}\n\n**Expected Results**\n{[F12864444](2.93_Screen_Space.png)}\n\n\nEXAMPLE BEND FILE: [Line Art Fine Detail Error.zip](Line_Art_Fine_Detail_Error.zip)\n1. Open Example File \n2. Ensure Line Art is enabled\n3. Render Image\n\n",
"Render errors [glitchy frames] with baked cloth [from the UI, commandline as well as rendering with 'Lock Interface' is OK]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.91.0 Alpha, branch: master, commit date: 2020-10-07 21:43, hash: d8fcd8a316\n\n\nI have a simple scene I press render animation and some of the frames come out messed up. \nIt looks like some sort of motion blur bug. Looks similar to this bug #74457 (Mantaflow foam particles as objects break motion blur)\nI have rendered this on two different PC's, the problem is the same.\nWith baked cloth physics.\n\n\n\n[Jelly Jery (buggy render) - Cycles 256 samples Intel denoised.mov](Jelly_Jery__buggy_render__-_Cycles_256_samples_Intel_denoised.mov)\n\n\n[Jelly Jery.blend](Jelly_Jery.blend)\n\n\n\n\n | cycles | glitchy |\n | -- | -- |\n | cycles command line render | OK |\n | cycles with Lock Interface | OK |\n | eevee | glitchy |\n | eevee without motion blur | glitchy |",
"--render-output command line argument and backslash\n## Commandline Rendering\n\nOperating system: Windows 11\nGraphics card: NVIDIA GTX 3060 Ti\n\n3.4.1\n\n\nIf the value for \"-o\" or \"--render-output\" ends with a backslash no rendering occur and Blender exits clean (0) with no error.\n\n### Example\n\nRender blender-file in current folder to subfolder with a space.\n\n>blender -b myfile.blend -o \"my folder\\\\\" -F PNG -f 1\n\n```\nBlender 3.4.1 (hash 55485cb379f7 built 2022-12-20 01:51:19)\nRead prefs: C:\\Users\\***\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nRead blend: c:\\blender\\myfile.blend\n\nBlender quit\n```\n\n**Observed behavior**\nNo render. No errors. No information of what went wrong.\n\n**Expected behavior**\nBlender should render to generic file \"0001.png\" in folder \"c:\\blender\\my folder\".\nBlender should provide some information why nothing got rendered.\n\n\n",
"Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n",
"Reload Image (in Image Texture Node) not worked with Cycles selected. bpy.ops.image.reload()\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nAlso not working in 3.6 beta\n\nReload Image (in Image Texture Node) not worked with Cycles. bpy.ops.image.reload()\nIf Cycles selected as active render - it's not working, but if set to Workbench or Eevee - all works fine.\n\n1. Create a plane, assign a texture. Set render to Cycles in settings and in viewport active render.\n2. Change texture, press reload image button - the texture won't change.\n\nSee video in attach for preview.",
"Cycles GPU CUDA rendering high number of points seems broken in LTS (main is fine, request for backport)\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.3.3\nWorked: latest 3.5 alpha\n\nRendering point \"clouds\" with Cycles - CUDA seems to make some chunks of points disapear randomly\nThis looks like this has been fixed in 3.5, but i didn't find when. Can this be fix in LTS ?\n\nDelete the default cube and add a plane\nAdd a Geonode Modifier on that plane\nDistribute Points on Faces > Density : 250'000\nSet Point Radius > 0.0025 (for convenience)\n \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n|  CPU |  CUDA |  OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n",
"Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.",
"Undo Makes Completed Renders Disappear From View Render Window Slots\nOperating system: Windows 10 Build 19043\nGraphics card: Nvidia RTX 3090\n\nBroken: 2.92\nWorked: Can't remember, but I don't recall this happening before\n\nUndo makes completed renders disappear from other slots in the View Render window. Some of them are preserved, but the more you undo, the more disappear from other slots.\n\n1. Load default scene (with the cube)\n2. Render scene\n3. Go to the cube's shader and change its base color\n4. Switch to next unoccupied slot in the View Render window\n5. Render scene\n6. (optional) Repeat steps 3-5 as many times as you like\n7. Go to View Render window and scroll through slots to verify all renders are there (with J key)\n8. Activate undo (ctrl+z)\n9. Go to View Render window and scroll through slots. Some will be missing.\n10. Activate undo again and more will be missing.\n\nThis doesn't seem like intended behavior, and I've replicated this issue on a different machine. Hope this helps!\n\nEdit: I've replicated this issue in 2.91, 2.90 and the latest LTS release. I assume intended behavior is for undo to change the shaders back, but for renders you've completed to remain in their slots.",
"\"Use for Rendering\" tickbox in View Layer Properties only properly automating if View Layer is active\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93\nWorked: 2.80\n\n**Description**\n\n\nWhen you automate the \"Use for Rendering\" tickbox on a view layer, its change does not update during F12 renders unless you have that specific view layer open in your scene. \n\nVideo explanation:\nwatch?v=Prp5Vpeu5XE\n\n**Steps to reproduce**\n[#89235.blend](T89235.blend)\n\n- Open file\n- Render image - 3 cubes are visible\n- Change active view layer to \"RED LAYER\" and back to \"GREEN LAYER\"\n- Render image again - 2 cubes are visible\n\n",
"Mirror painting error\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Cycles HIP binaries disabled due to compiler bugs\n### Tasks\n\n- [x] Enable on Windows (#107098)\n- [x] Enable on Linux (#107662)\n- [ ] Enable Radeon VII (gfx906)\n\n### Background\n\nThere are known bugs in HIP compiler that are causing random build failures when making changes to the Cycles kernel. This is preventing developers from efficiently making improvements to Cycles.\n\nCycles AMD GPU rendering were disabled in Blender 3.6 alpha, so that ongoing work like Principled v2 is not blocked. Additionally light tree sampling is not available for HIP in Blender 3.5. We hope this can be resolved later on in the 3.6 release cycle.\n\nRelevant FIXME's in LLVM amdgpu backend (in fact I suspect we hit the same ones back when we were using OpenCL).\nSIRegisterInfo.cpp#L221\nSIRegisterInfo.cpp#L296\n\nMost recent issues:\n#104085 (#104720 )\n#104669\n#104097\nD16714",
"Data changes in pre and post scene evaluation handlers not recognised by Cycles, plus occasional ACCESS VIOLATION and inconsistent scene properties.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.4.0 Alpha\nWorked: (Unsure)\n\nCycles is not using the evaluated scene following scene modifications via handlers that fire before scene evaluation, and some data refers to the previous frame whilst other data refers to the frame currently being rendered..\n\n\nHi, we're trying to get Blender fully integrated into our studio, but we're running into quite a lot of issues with handlers. It seems that Cycles is only partially recognising changes made to the scene in the pre_render, pre_frame, and post_frame handlers. \n\nIn the below zip file there are 3 directories, each containing a blend file with a simple script to demonstrate the issue. The script changes the file output node's base path, and it also changes blender own render.filepath in the output properties panel. The new file name includes the scene camera name (which changes on frame 1 and 3 using markers) and the frame number when the handler updated the filepath/base_path properties, followed by the __0001 added by Blender. For example frame one should read: left cam_updated_path_on_frame_1__0001.png\n\n**Steps to reproduce problem**\n\n\n\n - Unzip [cycles handler bug.zip](cycles_handler_bug.zip)\n - open each of the blend files in place (use 'load UI' as I've set up the workspace for the easiest testing)\n - notice that the blender output is set to 'not set yet', as is the file output node in the compositor.\n - choose to render the animation\n # In the folder where the current blend file resides there will now be two additional folders, one for blender's output, and another for the file output node's results.\n\n\n**Results**\n\n**pre_render handler**\n\nAs expected the camera is incorrect because the pre_render handler happens before the scene has been evaluated. Although strangely some of the information is for the unevaluated frame that the playhead has just moved to (the frame number) and some is for the frame the playhead was on prior to beginning rendering (the camera name which was active on frame 4 before the playhead moved to the beginning of the animation ready for rendering in this example).\n\nBlender's own image sequence output does use the new path which was assigned whilst in the first frames pre_render handler, but on the first frame, the camera name is incorrect and the frame number is correct:\n\n\nThe file output node images however show that cycles didn't recognise that the base_path property had been updated until the next frame. We can see here that the file ending in __002.exr was updated on frame 1, but not used until frame 2, and this continues all the way through.\n\n\n\n**pre_frame handler**\n\nStrangely, although this handler also fires prior to the scene being evaluated (directly after the pre_render handler), this time Blender's own output shows the camera name is now correct, but again, the updated file output node is still not being used until the following frame:\n\nblenders output:\n\n\nfile output node's output:\n\n\n\n**post_frame handler**\n \nBlender's output again is correct, but the file output node's new path is not being recognised:\n\nBlender's output:\n\nFile output node's output:\n\n\n\nThe above can be worked around with code by grabbing the camera from the marker list instead of the active scene camera, but one really major issue for us is that even when locking the viewport prior to rendering, if we update the file output node's base_path, we start experiencing occasional Access Violations and instant crashes, this happens even if the file output node's path is not visible to UI. (perhaps this is related to the reason why the base path isn't being recognised until the next frame?)\n\n\n",
"Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)"
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"Error reading tiles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n16gb memory - Intel core i7\n\nBroken: version: 3.0.0 Alpha\nWorked: 3/4 days ago (don't remember the precise version)\n\nWith Auto tiles on, denoise in compositing (accurate+HDR), Persisten data on and big final image (4k UHD 300%) after the rendering, just before the composer start the denoise node (I think) I'm getting an \"Error reading tiles\" error. Memory peak (in blender stats) is only 250M), real windows memory for blender only 9gb.\n\n - Open the attached blend file\n - Render image.\n\nThanks\n\nTest File:\n[tile-bug.blend](tile-bug.blend)"
] |
Pen pressure.
OS Opensuse 42.3
Graphic card Radeon 7770
**Blender Version** 2.79, 2.79-1
Pen pressure doesn't work for graphic tablet huion H610. Though it works in Krita and Gimp.
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"Most sculpt tools do not work while model is animated\nLinux 64-bit\n2.93.2\nMost sculpt tools do not work as expected when the object is spinning like it's on a pottery wheel. Some tools like the clay tool work okay, but other tools like smooth and scrape do not. I think it has to do with the stroke method; the stroke accounts for screen space but not the local transform of the object if it's moving during a stroke. Video of my attempt here:\n[pottery.mp4](pottery.mp4)\nI made this as a joke and it looks like garbage, but unfortunately it went viral and everybody thinks it's a great idea so now more people are gonna try it and complain that it doesn't work. It's a valid workflow that you have to account for now apparently. I'm really sorry.\n - Open the attached file\n - Play the animation\n # Try to sculpt the thing while it spins\n[bowl.blend](bowl.blend)\n",
"Snap support for Grease Pencil objects\n**Description**\n**Big picture:** Make it possible for the snap options: `Vertices, Edges and Face`, to work on Grease Pencil objects\n\n**Use cases**:\n* Precisely positioning a Grease Pencil object on a Mesh in the 3DView\n* More flexibility in positioning the 3D Cursor\n\n**Design:**\n* Will work in conjunction with 3DView's snap system (no new interface required)\n\n**Engineer plan:**\n* Since Grease Pencil objects can be 3D, a BVHTree system may have to be implemented to snap to faces and occlusion test.\n* Another option is to work with a depth buffer.",
"Grease Pencil: Radius property misses blue slider background to visualize the percentage between soft min and max\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.81\n\nBroken: 2.80 -> 2.92.0 Alpha\nWorked: I believe it's been like this since initial GPencil implementation\n\nIn the GPencil editor the slider number button for \"Radius\" located in the topbar does not draw a percentage fill as is done in other editors such as Vertex Paint, Sculpt, Texture Paint and Weight Paint. \n\nStart blender with default settings\nAdd->Grease Pencil ->Blank\nSelect the Grease Pencil Object if not already selected\nSwitch from Object mode to Draw mode\nNote that the \"Radius\" topbar slider does not contain a fill color as does the \"Strength\" topbar slider \n\n[GreasePencilRadiusSliders.mov](GreasePencilRadiusSliders.mov)\n\nI've created [D9948](D9948) as a potential fix",
"Support for USD PointInstancer\nOperating system: Win10\nGraphics card: GTX 1660 Ti\n\nBroken: 3.1\n\nAfter loading a USD file with type particleInstancer attached with spheres as child, Blender failed to draw the points as spheres. Instead, the displayed object in the layout window is just a singular point at the origin. Example file attached.[example_sim_granular.zip](example_sim_granular.zip)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Shortcut detection problem for tablet user\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\n\nThere are 2 types of shortcuts in Blender.\n1. General shortcuts that work regardless of the location of the mouse pointer. such as 'Ctrl+S'\n2. Window specific shortcuts that work only when the mouse pointer is hovering on the specific window.\n\nThe issue is about the second type of shortcuts that happens to tablet users.\nThe problem is that Blender shortcuts don't work even though the mouse pointer stays on the specific window if the tablet stylus is further from the tablet surface. \nThis behavior can't be reproduced with mouse on.\nBecause there's no indication on screen whether the window is activated to register shortcuts, users will be difficult to pinpoint why the shortcuts are not working.\nIt's also very difficult to utilize shortcuts when users need to press the shortcuts with a stylus in hand or shortcuts that require two hands to operate.\n\n\n\n\n\n1. Start up Blender on PC with a graphic tablet\n2. Make sure no mouse is connected on PC\n3. Select the cube mesh and go into edit mode\n4. Select one of vertice of the cube mesh\n5. Lift your stylus out of the tablet while making sure your mouse pointer stays on the desired window\n6. Try shortcut such as 'L' to select linked\n7. You will see the shortcuts don't work\n\n\n\n\n**Solution that I can think of is:**\n\nTo be able to recognize and register the shorcut inputs as long as the mouse pointer stays on the specific window even if the stylus is out of the distance of the tablet surface.\n\n",
"Grease Pencil wrong Cursor Size Smooth Brush when accesed with the [SHIFT] key\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 460M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.3.1\nWorked: \n\nThe On Screen **Smooth Brush Cursor Size** is inaccurate when using the Smooth Brush with the **[SHIFT] **key while using any other brush of a different radius setting.Grease Pencil > Draw any curve \nGrease Pencil > Sculpt > **Smooth Brush**> Make the Smooth **Brush Radius VERY SMALL** (10).\nGrease Pencil > Sculpt > **Grab Brush** (or **ANY OTHER BRUSH**) > Make the **Brush Radius HUGE**(150). \nUse the **Grab Brush** as you wish.\nPress **[SHIFT]**to activate**Smooth Brush**while in Grab Brush (or**ANY OTHER BRUSH**)\nThe on screen cursor Radius while the [SHIFT] key is pressed does not reflect the VERY SMALL Brush Radius (10) that we set earlier. This is constantly confusing. Can you please make the radius display correctly based on the actual Smooth Brush Setting?\nattached scene: GreasePencil_SmoothBrush_CursorSize_bug.blend\n[GreasePencil_SmoothBrush_CursorSize_bug.blend](GreasePencil_SmoothBrush_CursorSize_bug.blend)\nThank you!",
"GPencil: Airbrush draw tool with solid stroke has transparency artifacts\nOperating system: Win 11, GTX 3080, Wacom Tablet\n\n\n\nBroken: 2cd7e70c18a8\nWorked: ~~3.3.0~~\n\nThe airbrush tool has artifacts around the stroke during drawing. Also what is drawn during stroke has nothing to do with the final result visually. Please see the video for the issue.\n\n\n\n- New scene -> 2d Animation\n- Select Airbrush tool from the tool pane\n- Switch to `solid stroke` material from header\n- Draw\n\n[image](attachment)\n[blender_lOlSgoorkK.mp4](attachment)\n",
"Grease Pencil: Visual glitches in viewport when using guides \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.82a\n\n\nWhen using one of the guides that enable the drawing of straight lines, visual glitches in the viewport appear.\n\n\n - Open Blender with the 2D Animation template\n - Enable Guides\n - Use \"Parallel\" guides\n - Start drawing a horizontal line -> move the cursor perpendicular to the tip of the stroke (up or down; not too fast)\n\n\n\n\n\n",
"Error with paint curves and drawing with mouse buttons\n[system-info.txt](system-info.txt)\n\nBroken: blender-2.80.0-git.cc600de6695a-windows64 (and probably above)\n\nWhen using paint curves, they don't draw upon clicking the right mouse button if specified as the button to select with in the preferences. But they do if you set the mouse button to select with to be the left one. So if you have selected the LMB in the preferences then you can draw the paint curve (I don't mean creating the curve) with the LMB, but if you have chosen it to be the RMB then it doesn't work when pressing the RMB, neither does the LMB. (Also, the UI button for drawing the curve in the stroke panel does not work. But you can draw it when you type draw curve in the search panel)\n \nGo to the *Sculpting* screen layout and create a paint curve on an object (if it helps, I used the the normal *Draw* brush). Open the *Stroke* panel in the *Properties Editor* and set the *Stroke Method* to *Curve*. If you have chosen the left mouse button in the *Keymap* section in the *Blender Preferences* under *Select With:* , then everything works fine. You can draw the paint curve on the object by doing a left click after creating it by doing multiple Ctrl-RMB clicks. But if you now set the mouse button with which you want to select to *Right*, then you can create the paint curve with Ctrl-LMB clicks, but when you try to sculpt/draw the paint curve with either the left mouse button or the right mouse button, none of them work. (And again, if you try to draw the paint curve with the *Draw Curve* UI button in the *Stroke* panel, it will also do nothing but turn blue because you clicked on it...)",
"Scene update bug\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n\n\n\n\n\n\n\nopen this file, select plane and try to select for this plane any mesh - all this meshes don't have users, but was saved, try to select material - materials was saved, but don't have users, \nwe can revert, close and open again many times - materails and meshes will be saved.\ntry to add gruop instance - we will have all this groups is empty.",
"Max brush radius is too small for 4k screens\nThe maximum brush radius (500 pixels) is too small when working on 4K monitors. Possible solutions:\n\n - Increase maximum to 1000. Not a generic solution and could make the radius slider less usable (Krita's radius slider suffers from this).\n - Scale brush radius by DPI. Need to investigate if the existing DPI can be used or if we need a separate one for the 3D viewport.\n",
"2.80 Pose Breakdowner doesn't work in Add NLA Strips\nOperating system: ubuntu 18.04\nGraphics card: gtx1080ti\n\nBroken: (2.80)\n\nPose Breakdowner doesnt work when editing NLA Tracks \n\n\nOpen attached file and use Pose Breakdowner\n[broken .blend](broken_.blend)",
"Texture Mapping issues on large brush radius\nOperating system: Linux-6.4.6-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.6-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-50c29e1ffa)\n\nBroken: version: 4.0.0 Alpha\nWorked: --\n\n\nWhen a large brush radius for textured brushes in sculpt mode, the outer-most affected geometry doesn't apply the texture fully. This is especially noticeble on the Clay Strips and Paint brushes when the stroke method is set to anchored.\n\n\n\n\n\nBlend file = [bug.blend](attachment)\n\n- Open the File\n- Use the provided paint brush and clay strips brush on a subdivided cube or suzanne head like shown\n- Notice how the outer edges of the falloff is not updating the geoemtry fully\n\n",
"Online Manual doesn't work for Panel Pin property\nSystem Information\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBlender Version\nBroken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: blender/blender@b292cfe5a9\nWorked: Was not working since 2.93 LTS, haven't tested lower ones, but I am pretty sure it is not working there as well\n\nShort description of error\nBlender Online Manual operator is not working for Panel Pin property, though it works for any other pinning property.\n2022-11-23 22-16-34.mp4\n\nExact steps for others to reproduce the error\n\n Open Sidebar (in any editor with Sidebar, shortcut {key N})\n Hover over panel header and press RMB -> You will see Pin property,\n press RMB in the Pin property to see it's context menu\n then press Online Manual or just press F1 key.\n\nNote that in the property editor the Online Manual works.\n\n\n------\n\nThis issue has been transferred from 102727\n\n",
"Greasepencil operators (e.g.bpy.ops.gpencil.stroke_join) fail when running outside the 3Dview\nOperating system: Linux, pop-os 20.04\n\nBroken: 2.91.0 Alpha\n\nbpy.ops.gpencil.stroke_join operator fails ( but returns {'FINISHED'} without error ) when executed from a python script or the build-in python interpreter.\n\nThe operator works fine from the GUI\n[Bug_reproduce.mp4](Bug_reproduce.mp4)"
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"No working tablet pressure for Yiynova 22HD+ pen tablet in sculpt mode or grease pencil\n**System Information:\nArch Linux 64bit kernel 4.12.13-1-ARCH\nNvidia GTX 480 and 960\nTablet: Yiynova 22HD+ driver DIGImend (tested with release 6, and current dev branch)\n\n**Blender Version:\nBlender versions 7.79, 7.73a, and 7.8(grease pencil object git branch)\n\n**Short description of error:\nNo working tablet pressure for Yiynova 22HD+ pen tablet in sculpt mode or grease pencil in multiple versions of Blender. The pen pressure is always at max. The tablet and driver works perfectly in Krita, Gimp, and Substance Painter. I tested and reproduced this on two machines, a desktop and a laptop, both running Arch linux with the same driver and software versions. My Wacom bamboo tablet had working pressure in both modes in all versions. I think I had this Yiynova tablet working at some point in Blender in Linux, and the driver reports working in versions of Blender 7.66 and up. So I belive this must be a bug within Blender. \nI'm a software developer that is willing to help fix this bug, I just dont know where to start looking or how I can debug pressure sensitivity inside Blender. Any advice on this would be greatly appreciated.\n\nOther note: I have a Windows10 vm with gpu passthrough running on this machine so I will soon test the proprietary Yiynova driver on Windows with Blender."
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Subsets and Splits